qoou
Emperor
- Joined
- Dec 13, 2007
- Messages
- 1,991
Spreadsheet bug: on the Ship Design sheet, the tech requirements for Burst Drive point to the wrong row (Charm Drive's).
Woot, no more pressure to get a background written down.
Thank you, very nice guide. Minor in typo in bold/underline; there were a couple that were even more minor.
You mention that if ship arrivals are separated by more than 10 units, they cause separate battles. What happens if A vs. B is a tie (nothing can be hit), then C arrives on the scene?
Revamped this post, mostly for readability but also with some small design changes. Symphony's inspired me to turn my jammer-ship ("Falcon") into a fighter (dodge 6, IP 6).
I believe 10 Falcons + 20 Phorids + 2 Kangaroo (2970 APR) might perhaps beat HellJammer II in V10 with some losses. Nothing outside of a close-range instance with Songbird can get hit until all 10 Falcons go down.
1 Honey Badger (+ 1 Kangaroo) will take down Outrider, but I doubt Outrider was designed with that in mind. Same with Railspike.
1 Honey Badger (+ 1 Kangaroo) will take down Albatross, as I don't believe Orbital Platforms can close with ships. Needs more shields.
Metatron will beat any combination of my ships.
1 Falcon + 26 Phorids + 1 Kangaroo should capture most of HellJumper and lose an average of 9-10 ships.
I don't think HellJammer can be beat by any combination of my ships.
1 Falcon + 26 Phorids + 1 Kangaroo should capture most of Devastator and lose an average of 2-3 Phorids.
And that's all that's been posted recently.
Not really fleet matchups if I mix and match my ships to exactly counter the opponent, actually.
When did I ever indicate that I was going to do that?
Woot, no more pressure to get a background written down.
Near 5000 words explaining how ship combat works.
Ships which are already at the volume in question and not moving will arrive first. Ships already at the world have IP 10 for the purposes of evaluating ability resolution.
Ships arrive at the volume in the order determined by the result of [IP Speed] * K – (10-[IP Speed]) + [Initiative] + [Randomiser], where K is 3.
During the engagement phase ships attempt to move around, in and out of close range instances. All engagements are resolved through the engagement section of the battle calc.
Thank you, very nice guide. Minor in typo in bold/underline; there were a couple that were even more minor.
You mention that if ship arrivals are separated by more than 10 units, they cause separate battles. What happens if A vs. B is a tie (nothing can be hit), then C arrives on the scene?
Revamped this post, mostly for readability but also with some small design changes. Symphony's inspired me to turn my jammer-ship ("Falcon") into a fighter (dodge 6, IP 6).
Spoiler Fleet Matchups :
I believe 10 Falcons + 20 Phorids + 2 Kangaroo (2970 APR) might perhaps beat HellJammer II in V10 with some losses. Nothing outside of a close-range instance with Songbird can get hit until all 10 Falcons go down.
1 Honey Badger (+ 1 Kangaroo) will take down Outrider, but I doubt Outrider was designed with that in mind. Same with Railspike.
1 Honey Badger (+ 1 Kangaroo) will take down Albatross, as I don't believe Orbital Platforms can close with ships. Needs more shields.
Metatron will beat any combination of my ships.
1 Falcon + 26 Phorids + 1 Kangaroo should capture most of HellJumper and lose an average of 9-10 ships.
I don't think HellJammer can be beat by any combination of my ships.
1 Falcon + 26 Phorids + 1 Kangaroo should capture most of Devastator and lose an average of 2-3 Phorids.
And that's all that's been posted recently.
Not really fleet matchups if I mix and match my ships to exactly counter the opponent, actually.