VGAP4 Combat Tips
By
Paul Honigmann
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Contents (New bits are normally in red, but the page has been completely rewritten - assume it's all red.)

Related useful stuff elsewhere:
Basic advice. Some of these things may seem obvious, but arise from genuine questions on the newsgroup.
The best way to learn about the mechanics of combat is to do some simulations. For this, I recommend the Diplomat utility. (Yeah, I wrote it, but it's the only dedicated simulator around so far.) It doesn't cost anything, though I encourage heavy users to make a donation to charity. You can also use ScriptZ0r for simulations, but it's more of a universe-creation tool, so isn't optimised for combat sims.
With simulations, you can fairly quickly get a grasp of the usefulness of different weapon types, attack options, and hulls. Diplomat is top heavy with mouse-over pop-up explanations and context-sensitive tips to help users figure out what the buttons do.
The first thing you'll notice is that effective weapons and hulls cost more money! If you enjoy the challenge of fine-tuning the ships you can afford to be most effective, you are probably going to enjoy the game of VGAP4.
Single ship versus ship combat
One-on-one ship fights are the most common form of combat.
Some
general points to note:
Weapon charging and firing order
If a ship's chance to hit is >100% (because its hull has an attack bonus, or because of Exotic Tech), the excess above 100% is knocked off the defender's chances of intercepting incoming fire.
The purpose of this is to make it feasible to design races like Stormers, whose hulls have high attack bonuses to compensate for insignificant shields, armour, eveasive bonus or sufficient PD weapons to survive incoming fire in a fight against ships of similar tech levels from other races. This leads to a different style of play for these races - they build lots of cheap ships and expect to lose most of them, but they attack like a pack of rabid dogs. Example:
The overall effect of this is that some weapons, like Photon Torpedoes, are (only) useful on ships with very high attack bonuses (like Deth Speculas), which can use standoff range = 900 and blast their enemies from relative safety. Some other weapons can be raised from complete duds to useful-in-special-circumstances types, on hulls with good attack bonuses.
Q. [Jon Nunn]: Can Deth Speculas be used
in
conjuction with Vickies where the Point Defense Systems waste all their
time firing and missing at Deth Specula weapons or are they smart
enough
to just fire at the Vickie's weapons? ![]()
A. [Tim Wisseman]: Yes, the point defense systems will waste
some
shots on the incoming Speculas' fire, even though they will miss every
time.
Q. Does the +100% attack
bonus
thing help Small Weapons?
A. Any attack bonus causes
them
to hit better.
. . . does it help them overcome
a
target's Evasive Bonuses?
Yes. - Tim
I think the defending ship's attack bonus is added to the PD weapon's odds too - but only against fighters. (I ought to check that out one day.)
Exotic tech can increase the attack bonus of all your ships (but not fighters), making low accuracy weapons more useful.
| David Ouimet posted the following, more
detailed analysis
in 2003. I don't know where he got this information, but he's usually
right:
Couple things. Everyone seems to be assuming
that Evasion
and Attack are directly applied to combat. They are not, it's actually
a formula based around a value of 60. 60 attack and 60 defence
will
yield better returns than a 120 defence, as the higher your value the
lower
the effective return. Also note that Range plays a key factor in your
to
hit values, at long range you will have less than half the chance
to
hit. Tie into this there are a couple min's and max's, to the
formula. There is a minum chance to hit and a max, 1% and 95%. |
The first thing to do is print out Sandy Schoen's tables to compare weapon types with each other. In my opinion, they are essential reading for any serious player. It will quickly strike you that there are some deliberate duds amongst the stars.
In addition, the special combat powers of various hulls, weapons, and races are summarised on Tim's site at http://www.vgaplanets.com/v4verse/weapons.htm . This is useful but not vital reading; Diplomat advises you about weapons' special powers when you select a weapon.
My favourite Large Weapons in mid game tend to be "good all rounders" like a Blaster Cannon, perhaps combined with some Disruptor Cannon. As my techs increase I upgrade to Pulsed Phasor Cannon. In late game I can afford a few Large Turbo Laser Arrays. I always mount a Sandcaster on some ships in a fleet in case I run into fighters. On ships with high attack bonuses, I tend to mount Photon Torpedoes and use a long standoff range so enemy ships can't fire back (I'm out of range). (Photon Torpedoes are very long range, but they are too inaccurate to use on most ships. An attack bonus of 50% or so makes them worth using.) My favourite Small Weapons are Pulsed Lasers.
Important factors to consider:
Range. You might be
able
to tell your ship to stand off at extreme range At the maximum range
the
weapon is 40% less accurate than at what it would be at point blank,
but
you might manage to keep out of range of the enemy's shorter range
weapons
if your ship is more maneuverable ( ie, hull speed is high).
Blast power. Since Host 181 (Dec 2004), the
"knockback effect" of Large Weapons is related to their Blast
rating. Large weapons (but not small ones) push their target away
a bit when they it; ships have inertia, they push small ships further.
This means you can push small, light ships out of range. This can be
good or bad. Weapins with high Blast ratings are, from best to worst:
Plasma Bolt Cannon (range 250); Blaster Cannon (range 335); Photon
Torpedo, (range 954); PPC (range 490); LTLA (range 510); all others are
much lower.
Mixing weapons: [Tip from David Ouimet, this is generally true:] If the enemy ships have lots of Point Defense, a mix of weapons is usually very bad design because they will all tend to charge at different rates and fire at different times. This means that enemy Point Defenses have a chance to recharge between your shots, and thus can fire at every incoming shot. What you want is a volley of say 15 shots all arriving at the same time, so if the target only has 8PD weapons, then (let's say 5 of the 15 miss so the PD ignores them), the 8PD weapons can only shoot down 8 of the 10 incoming hits. Exception: if your ships have large attack bonuses, then every shot will get through and specialist weapons become interesting.
An exception to the general rule of Not Mixing Weapons is, that I often mount a single sandcaster on most of my ships, as a good general purpose anti fighter weapon, and because a sandcaster will rapidly remove enemy holo decoys from a battle; and I often have a single Blaster Cannon on a ship, as a good base-killing weapon.
Unlike Large and Point Defense weapons, where there is a lot of differentiation between weapons, everyone just uses the tech 2 Pulsed Laser for their Small Weapons, because its fantastic rate of fire more than compensates for its minor shortcomings. (Especially when it is boosted by Exotic Techs.) Many experienced players don't bother increasing Small Weapon tech above 2, even when all other techs are maxed out.
Remember
that Small Weapons can still blow up a huge ship if they hit its Soft
Spot.
Of course, not all ships have a Soft Spot, and you can't hit it if the
shields and armour are still there. But a cheap Loki with 25 pulsed
lasers
and no large weapons can be surprisingly effective. Don't ignore small
weapons in large numbers. Some races like Centaurs have got almost no
large weapons, but they win a lot of games.
Other small weapons...
If you can get some Amphibian natives in your bases, they will build free large weapons for you. Since the best ones are normally very expensive, this opens the possibility of being able to use interesting high tech weapons in the early part of the game, and giving neighbours a nasty surprise with a "low" tech ship hull...
About the only time you should
use
a mix of weapons is, when your hull's Attack Modifier is large
(>150%,
say). This helps its shots evade Point Defenses.
Michael Richardson analysed
Tim's code for Large Weapons in August 2005 and posted his findings on
the Wiki.
Favourite Large Weapons used by experienced players
Basically any big ship with >10 large weapons should mount 1 sandcaster, 1 blaster cannon, and all others should be the same type:

Why LTLA's and TLA's are worth paying for
Paraphrased from a discussion between Chmmrmm, David Ouimet, Becksen, Mark Heinrich, Roger Norris, Chris Olin
Question. These weapons are very expensive, not just in cash terms but minerals too. Are they worth it? Or to put it another way, is it better having more ships with PPC's or fewer ships with TLA's or LTLA's?
Answer (1) - Your ships do not fight simultanously! Even if you start at the same position they will spread over the whole VCR combat zone very soon. Better 1 ship which can destroy every other ship around solo than 4 ships which will die alone one after one... A ship with LTLA, heavy shielded, maybe some Exotic Tech, costs as much as a whole fleet of average ships. But it also has the firepower of the whole fleet in one place all the time and will win the fight more often than it will lose.
Side comment. One fleet of small ships against 1 or just a few large ships will stay focused much better. Even a super large ship needs some Wings or small ships around just to break up the enemy fleet into a chaotic mob, or it can be overwhelmed by a Swarm with the correct battle orders.
Answer (2) - I have noticed that in all but the largest fleet battles the fights are kind of like in the Karate movies where ships square off one or two at a time. For ships that do not have enough LW slots to overwhelm ememy PD, the LTLA is brilliant. One has to consider the price of the platform relative to the cost of the weapon. Certainly a Bird Man Darkwing G would deserve the extra investment for LTLA's.
Answer (3) - There's another important factor to consider. Since the TLA does much less damage but fires faster, it receives a much bigger boost from the large weapon exotic techs than the PPC does.
Answer (4) - Another argument *for* big, powerful, but expensive ships is what happens in a stalemate: A portion of the enemy's fleet is destroyed, while your single ship can be repaired to 100% effectiveness...
Answer (5) A smaller, but still substantial, consideration is overkill. What happens when your ship engages a fleet of several dozen small scouts? You may end up "wasting" some of your weapon output by firing your full bank of 20 PPCs at a scout when it only would have taken 4 or 5 to kill it. Then you have to wait another 8 tics before you can fire again. If you were using TLAs, less output would be wasted and you would be able to fire again sooner. Thus TLAs can be better against large fleets of small ships.
Answer (6) Concerning the LTLA, key factor is the cost of the weapon platform. Consider the Empire's Super Gorbie. It costs a whopping 35000 just for the hull! Thus putting 20 PPCs on a Gorbie is really like paying 2300 megacredits per PPC. In this case, the change to LTLA is a GREAT idea, because the LTLA is easily eight times as powerful as the PPC even without exotics, but it's only going to cost you three or four times as much as the PPCs once you factor in the cost of the hull.
Basically, the more expensive the hull of a ship is, the more efficient the LTLA becomes.
Side comment. A ship's reaction to receiving a LTLA volley is usually to back-up out of range, which can give the LTLA ship a breathing space if it is being mobbed.
Further comment: Stormers would probably build 3 Vickies with Photon Torps instead of one "good" Vickie with gatling phasors, because Vickies die so easily they are not worth spending much on.
See also: this page about the special powers of different Point Defense weapons.
Apart from Holo Decoys, point
defenses
only protect the ship they're mounted on; ships cannot use them
to protect other fleet members. However,
they
will fire on any fighter that is in range, so they can protect another
ship from enemy fighters.
The point defence systems only
fire
on incoming shots that are going to hit the ship, all shots that are
going
to miss will be ignored.
I asked Tim for some definitive clarification on the effect of attack bonuses on Point Defense in July 2003. Specifically, does a ship's attack bonus help it shoot down incoming fire? He replied:
Holo Decoys (info mainly collated by Thriyon)
Holo Decoys confuse small weapons and large weapons. They are 2.5 times more effective against large weapons than the small ones. In particular they are especially effective versus Photon Torpedoes. Photon Torps' accuracy can be decreased by up to 60% if there are enough holo decoys around, and other weapons by up to 25%. Holo Decoys last a long time after they are dispersed, decaying at a very slow rate.
Tim mentioned on the
Newsgroup,
August 2002:
Holo Decoys affect Ion Cannons and AA guns on
bases,
fighter beams and missiles, Large and Small weapons.
Holos are destroyed rapidly by sandcasters.
So fighter races often find their enemies are using holo decoys to counter the fighters... so fighter races mount counter-counter weaponry, ie sandcasters to protect their fighters... and sandcasters can be partly nullified by Concussion Rockets (can disperse incoming sand caster grains 60% of the time), though that's probably only useful, like most Point Defenses, against sandcaster shots aimed at the ship with the Concussion Rockets. Confused yet?!
Comment. Personally I am dubious Holo Decoys do anything. Any contribution to a battle seems minimal, and can probably be explained by there being an extra ship around pumping the things out. Tim claims they sometimes seem ineffective because a Sandcaster will destroy lots of Holo Decoys with every shot, so their half life is low in a combat where enemies use Sandcasters. Since most fleets have SC's to guard against fighters, maybe this is why I have yet to see a significant effect from HD's...
Point Defenses: see Diplomat's comments. Basically:
It turns out that, all Superweapons destroy ground base shields, so they are ideal for destroying enemy homeworlds; and it is worth mentioning here that all super weapons take out the shields of enemy ships - even if the enemy has the top shield level (3000 points). - Still true? Simulate.
Miscellaneous Superweapon tips:
A Super Laser will only blow up a planet if (1) switched on and (2) the ship is ordered to KILL the planet. (Set planet to be the ship's kill target.)
Otherwise the Superlaser just attacks nearby ships.
A Superlaser can not fire on a planet in combat until tick 4000, to give defenders a chance to destroy the attacker before he wipes out their homeworld. And if they capture him, its ATTACK switch is turned off and its kill target is cleared.
A Superlaser can not fire on a planet after all movement unless the ATTACK switch is on
Also:
According to the docs ONLY the Super Laser can destroy a planet. (the World Crusher Missile does damage to bases only regardless of its name).
There is more Superweapon information at the end of the Stormer page.
Set Superweapon ships to
arrive
in Wave 2 (tick 300). Their superweapons will be charged up and fire a
devastating shot almost immediately (tick 310). ![]()
All SuperWeapons will destroy the
entire
shield of an enemy ship, and do some armour damage on top of that (and
Blast [Hull] damage if they get through the armour). This makes them
very
useful against other races' top ships e.g. Slayers with 4500 points of
shields. World Crushers do 1000 points damage to the armour and hull.
Not
so useful versus Lizard hulls (5500 points of armour and hulls with 50%
damage modifiers) but still helpful.
I usually set a specific KILL
target (NAV screen) when using a superweapon to make best use of
it, and set the ship to Target Dangerous.
Superweapons do not require any
special
setting for ship to ship firing in battles, except you must switch
the
thing ON in the ATTACK screen. Many people don't notice this
new
button on the screen, which only appears for superweapon ships.
Superweapons generate a lot of
sensor
noise when fired. Everyone knows you now have SW tech, and where your
big
ship firing it was, because they get Host messages about "Superweapon
Fire Detected!"
Arguments against using superweapons: they...
In practice, superweapons aren't always brilliant. It depends on your own hulls and the enemy's. If you're playing the Evil Empire, it is well worth spending a "mere" 5,000mc and 2450kT of Duranium on a superlaser to help protect your investment in a Gorbie. But I have noticed that adding an Antimatter Maul to a Slayer makes little difference to battles. If you're playing Stormers, building cheap trashy Vickies which are lucky to survive 2 serious battles, it's probably better to build twice as many Vickies (but with the occasional superweapon thrown in to keep them guessing!). If unsure, try simulations with and without SW's to see if they're cost-effective.
The actual stats shown for SuperWeapons are incorrect. All the super weapons have long ranges in VCR combat, ie 1000. Tim has corrected the Client, Nov 2003, dunno if he's corrected the Help files though
Tim wrote the following on the NG, Nov 2003:
All super weapons should have the range to hit anything it fires
at
98% of the time. The range math for super weapons has been removed
Damage = vH = 0.1 * ((Blast * (PartsMod / 100)) * (Rnd * 0.75 + 0.25))
* (100 / (hullmass + 50)) + 0.
A hull mass 2000 ship with a parts mod of 10
vH = 0.1 * (( 10000 * (1) * (.25) * 1/2
vH = 125% MINIMUM damage
Other uses of superweapons (besides simply shooting at ships)
Superlaser: If you fire it at a planet instead of a base, you can blow up the planet. It becomes an asteroid field, which is useless to some races. Superlasers destroy planets after all movement and combat are finished (ie, tick 4000 of the VCR). This gives defenders a chance to knock out incoming Crystal Lights etc, otherwise someone could HYP onto an enemy homeworld, set to appear on 2nd wave, fire an unstoppable superlaser pulse and effectively knock a player out.
Q. In a test game I tried to destroy a planet with a Super Laser. It only works when "Attack Enemy Ships" is on. This might be a problem if you want to attack a planet (with a cloaked ship) without a ship vs. ship fight first. Is this done intentionally or is it a bug ?
A. It is quite
intentional.
Tim wanted to be sure there was a possibility of stopping Darkwings
with
Super Lasers from blowing up planets. Without a measure like this
one, the DW was judged to be too unbalancing. So you must strive
to win, or at least survive, any battle before you are permitted
to blow up the planet you're targetting. - Mark MacWilliam
(There is a trick..... just set the "enemy" as your ally, and
your ships won't attack the "enemy". No combat will
happen, but your super laser will fire on the planet - Andreas
Benne)
Nemesis Torpedo: Useful for clearing away fighters in a battle. Unfortunately, also your own (unless they're set to "do not launch"). The effect of Nemesis Torpedoes on fighters can be reduced by the Nemesis Shields exotic tech, which means only half your fighters get blown away.
Nemesis Torp Top Tip: Aczanny Fighters are naturally protected against Nemesis Torpedoes at a rate of around 50% to 70%. Aczanny ships take no more than 5% damage from being in the area of a nemesis torpedo blast. Aczanny hulls take no more than 5% hull damage from any super weapon hit.
What exactly are the effects of a Nemesis on nearby ships which are NOT the target? (Docs state that it will destroy "small" ships nearby. And all Wings. How big / armoured / shielded etc does a ship need to be to survive?)
Answer (Tim):
Antimatter Maul: can be used to destroy Jumpgates, in fact it's the only way to destroy them. Just like when destroying a ship, the ship firing the AM will recover the 1000kT moly used to build the JG, it ends up in the ship's hold.
Protomatter Cannon: can be used to reassemble asteroid belts into planets. The planets will have a very high hyperdimensional stress, ie they will be mineral-rich and prone to blowing up!
World Crusher: can shoot at bases up to 100LY away. Extremely useful for whittling down enemy populations on major bases. This can be countered by building a base shield. But if the player shooting WC's has Transphased WC exotic tech, even base shields won't help. Note that any Superweapon will destroy a base shield at point blank range, ie in melee.
To use World Crushers at long range (up to 100LY away) versus bases:
Set waypoint 1 to the target planet and turn on the weapon. You must also set the kill target for the ship to the planet or base you are shooting at. There is a 1 in 3 chance that it will hit any bases on the target planet, even bases you cannot see, but not any ships. If the base has a Shield, you will need Transphased World Crusher Exotic Tech to punch through it. You must also switch the Superweapon ON in the ship's ATTACK screen. The ship doesn't need to be any particular speed to fire in Long Range Mode (Tim's Host release notes imply it has to be stationary, but my experiments show this is not so).
Dan
Hammond explained:
World crushers currently do not work "right."
They can be used either in Long Range mode or Point Blank, but not both
in the same turn.
The only way to get them to fire in long range mode is to set a kill
target.
When a kill target is set they will not fire till after all movement is
over. What a world crusher can not do in long range mode (kill target
set)
is to fire in a normal combat vcr.
This means that at a range of 5 or less to the
target
base when set to long range mode (kill target set) the World crusher
(without
transphased world crusher exotic tech) can not destroy a base shield as
can any other super weapon in the same circumstances.
If the kill target is not used and the range is 5 or less to the enemy
base then a normal combat vcr does happen if attack ground switch is on
and should the enemy base have a shield the first world crusher shot
will
kill the base shield. And then the second world crusher shot will kill
the base after the shield is gone. The World crusher can fire up to 3
missiles
per vcr combat. In this method a world crusher can kill a base with a
shield
without needing the transphased world crusher exotic tech.
World Crushers won't fire (just in Long Range Mode) if the ship has (System?) or Weapon damage.
One thing to watch for in Long Range mode is that although you'll destroy the population and structures, the rest of the base's contents (contraband, minerals, some Natives) will survive and can be regathered. If the enemy cunningly put his population into orbit in pods when he saw you coming, he can land them back on the planet, perhaps not losing much overall.
General info (Basics) | How Wings Work / Major Tips | Notes on different races' fighters | Defending against Fighter Wings | Miscellaneous (minor tips, obscure stuff)
| Warning: It is generally agreed, that Wings are the least understood part of combat. Advice here should be treated with caution. Each race's fighters are radically different. |
Stuff moved from the main how to play page:
You can build fighters with the Fighter Plant, a Tech 4 structure; but fighters on their own can merely fly in the atmosphere of a planet, and will not engage attacking starships. You need an Air Attack Base to form them into Wings, and this is planetary tech 10. However, Tim has acceded to requests and gives players one free AAB to start with. Incidently, there are two times that you don't need an Air Attack Base. Firstly, loose fighters on ground bases will form temporary "home guard" fighter wings automatically and defend the planet from attacking ships. Fighters return to base after combat and cannot be docked to ships and carried elsewhere like normal Wings until you buy an Air Attack Base. Secondly, carriers have a "replenish fighters" switch.
Wings are groups of fighters which are free to fly in space, and are treated as a single object for combat purposes. They have a range of 10 to 400 LY, depending on race and type, but are almost invariably carried in ships' Wing bays, giving them greater range.
Wings were very ineffective in early Betas, but have become much more useful (powerful). They are faster, fire more often, do a bit more damage when they hit ships. The Sandcaster was too powerful and was downgraded so it now no longer zaps every fighter in a Wing every time it hits - so now, even races whose fighters have no armour can use fighters. Fighters have a small chance of shooting an enemy ship's soft spot once its shields and armour are gone. Fighters firing on an Evil Empire ship have bonuses. Wings of 100+ fighters are a common tool amongst players. (Some races' fighters are poor, but only cost 10mc each, so you hear about wings of 10000 fighters.) To counter this, players equip ships with anti-fighter Turbo Lasers and more Sandcasters. Tip: I find that a couple of small wings - perhaps just 10 fighters - on "anti fighter" duty, distracts enemy wings enough that your ships have a much better chance of surviving a battle.
Fighters can fire through base shields. All fighters have a chance of taking out the base shield generator. Per shot there is a 1 in 100 chance for missiles and a 1 in 1000 chance for a beam weapon to take it out. The Enforcers have better odds of taking out the base shield. They have a have a 3 in 100 chance for missiles and a 5 in 1000 chance for beams.
I moved most of my information
on
Wings to the Combat Tips Page
because
this page was getting bloated.
Tim did big changes to Wings
round Host 192.
You can merge Wings together
by Docking one to another! Whether the one you're docking to is in free
space, or in a carrier. (In the latter case, there is a limit to the
Wing size, ie the carrier's free space.)
With Host 193, there is a bug
where you can dock wings to each other when both are in a carrier.
However, they end up occupying just 1 pod bay, ie you can exceed its
nominal size!
How Wings Work /
Major
Tips (how & why they act like they do)
Fighters will fly to
very
far range range and come to a almost stop and recharge their batteries.
When they are near a full charge they will go to maximum speed and
close
on the enemy ship, fire and run away again.
| Why
not to mix fighter types in wings, and when to do so Advice posted to the newsgroup by Scytale, January 2006 Mixing fighter types in a wing is a bad thing in almost every case. Avoid doing so. Reasons: 1) Mixing gives practically no combat benefit. Fighters do NOT share Batteries or Ord between fighter types. A wing of 100 type1s and a wing of 100 type2s will fight as well as a single wing of 100 type1s and 100 type2s. The only real benefit is a potentially increased fuel load, if you have fighters that have a larger fuel tank than travel range (that almost-completely-hidden stat) or fighters that have a massive fuel tank and generate a lot of free fuel per turn. 2) Faster fighters are slowed down by the slower ones in combat. (Note this can be a benefit.) Travel range is also decreased to the slowest in the wing. 3) Mixed wings give FREE shots to enemy PD and fighters. Yes, free. According to the PD code Tim posted a while back, a PD shot first tries to hit a type1. If it misses, it then tries to hit a type2, at NO energy or ord cost. Again, if it misses, it tries to hit a type3. Fighters are worse, according to the fighter code analysis on the Wiki. Each fighter shot can hit one of each type of fighter in the wing it fires at, for the cost of a single shot. Therefore, mixed wings can take up to 3X more incoming fire than non-mixed wings. Exception: small wings benefit from mixed types There is one particularly interesting exception to the do-not-mix rule. Because of the Generator curve and the dominance of the +0.99 factor at small numbers, fighters are more efficient energy-producers when there are less of them. This counts seperately for each fighter type in a wing. The most cost-efficient wing at producing energy is a wing of a single cheap fighter. But we are limited to building at least 10 fighters in a wing. So the most efficient wings we can make in terms of possible damage per tick combine 1 or 2 of each of the more costly types with 6 to 8 cheap ones for filler. The exact combination needed to maximize damage potential depends on the race used, whether the target is a ship or a wing, the target's evasive factors, the target's fighter mix (wings), the target's armor (wings), and the presence of HG, experience values, and race specials. Size 10 wings are the most efficient wings you can make. (Well, not in terms of resource points...) And mixing them greatly increases their effectiveness. I'm currently running calculations to maximize wing mixes in size 10 wings against various targets. But aside from tiny wings, the efficiency calculations always tend toward pure wings. Adding in 1 to 3 of the other two types increases the wing's damage potential ever so slightly, but given the free shot thing it's not worth adding them. Exception: mixed Wings are sometimes better against ships Note point (3) above: ship PD weapons get a shot at each type of fighter but they only kill one fighter, they stop once they've hit one. This means it is worth using lots of Type I fighters to shield the Type II and III ones - if Type I's are cheaper. As they are, for EE. But against Wings, you're usually better off with pure Wings. |
One major factor controlling fighters' effectiveness is their beam / missile range. If they have to get right up close to an enemy ship to fire (like EE fighters), the enemy PD has several chances to shoot them like sitting ducks while they approach. This has a disproportionate effect because:
Jelmer
Renema advises: Simulations show that you should always, always include
at least one fighter with long range missiles in any wing. This will
give
the powerbank of the wing something to do while the beams of your cheap
type 1s and 2s are out of range. This is true for almost all races. But
I personally have found that mixing EE type 3 fighters into wings of
type
1's is bad, so it's not always true. Treat this as a starting point for
tactical ideas.
Q. How come the
fighters
(of the Federation at least) have a longer firing range than point
defence?
Does this mean that the fed fighters can just stay out of range a
pummel
a ship to death without even getting touched?
A.Yes, but fighters always make an attack run to point blank
when possible and then head out to long range to recharge for another
attack
run. A small fast ship or a group of enemy fighters could chase them
all
over the place.
Q. The Fed Kittyhawk has an ord cap of 200; not even enough
to fill the ord load on 2 IO fighters (120 each). How is the carrier
suppose
to outfit 500 fighters for combat (500 * 120 = 6000 ord)? Is this where
resupply pods come into play?
A.One ship Ord = 1000 fighter ord. So the kittyhank has a
load
of 200,000 fighter ord units.
What kind of damage do the
Fighter
beams and missiles actually do? Are beams, say, good vs heavy shields
and
missiles vs armour? What are the armour drain / arc etc stats on these
widgets? Beam varies from 20 to 90. Missiles, from 0 to 100. Tim says -
"The odds that a beam will hit: range_odds = ((rMaxRange - rRange)
/ rMaxRange) * 0.4 + 0.6 ((100 - Ship_EvasiveMod + Fighter_AttackMod) /
100) * range_odds * fighterweapon_odds
"If a fighter beam hits it will take the beam power amount of shield
power out. If it hits armor it will take 1/2 the beam power of armor.
"A missile rating of 20 means that 20 shield points or 10 armor points will be destroyed."
Q. In the fighter
specs there
is a beam power, and missile power; how does that translate into the
various
types of damage done by weapons in the combat logic; ie; sheild drain,
sheild arc, armor drain, armor arc, kill, blast, parts...
A.Same types of weapons at a lower power. A fighter beam
power
of 30 equals about that of a small ship's laser.
"If a fighter has a beam power
of 30, every hit will take out 30 shield points or 15 armor points."
- Tim. From my experience, I don't believe this. Maybe it does that
much damage to other fighters. - PH
"Missiles use the same set of math."
Michael Henderson: "Tim once told me once along time ago the fighter weapon damage numbers are actially something like 1/30th normal weapon damage stats." That would explain the discrepancy - PH
The Ord Load of an Io is 120,
Missiles
are rated at 30. Does this mean it can fire 4 missiles total, or that
they
knock 30 points off (what?) To put it another way, how many Ord does a
missile use?
Tim advises: "Every missile fired uses 1 micro-ord. A ship with 120
micro-ord can fire 120 missiles." In practice, battles usually
end well before all missiles are used.
Once the Shields and Armour are gone, the Wing does Blast (hull)
damage.
So a Wing of Ios (Beam power 40, let's ignore missiles for simplicity)
would need to hit a top class ship with a shield power of 3000, 3000/40
= 75 times before it starts on the Armour, let alone the hull.
So, how is the rate of fire
determined?
It's like this:
Beams drain 10 energy from the battery, and missiles drain 100.
Take the Fed Io class fighter. It has a battery of 300 and a generator
of 10. Its missiles have a longer range than its beams.
As it approaches a target, its missiles fire first (because they have a
onger range). It will probably fire 3 missiles, each drains 100 energy
from the battery, as the generator (slowly) recharges the battery.
It is unlikely to recharge the battery back up to a level of 100 again
during the fight, because once it gets into Beam range it will fire
every
time the battery has at least 10 energy units in it.
The damage done by the beams and missiles is not related to the energy
needed to fire them. For an Io, beams are rated at 40 damage, and
missiles
30.
Note that, if a Wing can only
fire
a few shots and then runs out of "oomph", it should probably
be set to Quick Strike. This helps it to retreat and recharge its
batteries.
But the number of shots can be extended by forming a big Wing. Faster
rate
of fire, remember? There's a wing size "trip point" where they
suddenly become very powerful. However, at present this can only be
found
by simulations.
Because missiles don't fire as often, some people say fighters
with
great beams are better than fighters with only great missiles... the
IMT
type 3 fighter, which has no beams and a
big
generator, is designed to show just how powerful
Notes on different races' fighters
Defending against Fighter Wings
Summary: try Micromissile Launchers, Turbolasers, Holo Decoys, Minefields, Nemesis Torpedoes, Other Fighters, Sandcasters [good range, so especially good vs Stormers], Glory Devices. AA guns on bases are very effective if you remember to keep ordnance on the base. Use a mix of techniques, so enemies have a hard time developing countermeasures.
Tim claims that Micromissile Launchers will enrage fighters and draw them in closer so you can pick them off with the rapid-firing but short-range turbolasers. But I have not seen any evidence of this in real battles. Some people say that pure MML's work lots better than a mix of MML's and TL's. Maybe it depends on the race you are fighting.
Micro Missile Launchers... have a longer range and can pelt wings even when they are not near your ships. The problem with Turbolasers, when fighting fighters with a long beam range, is their short range... sometimes the fighters will make a pass and shoot your ships and you won't even fire back.
Swarming races against fighters: don't set an
attack
vector. If you are truly swarming (20+ ships) it is more
effective
to be scattered so fighters take more periodic hits. At times fighters
seem to get confused when they get shot at. Once everything
converges
at the middle then things really get chewed up fast. Don't forget
shield
exotics as all ships in the Swarm benefit from them. Micromissile
launchers
are too expensive to be worth fitting to cheap Swarming ships. You
get more bang-per-buck from Turbolasers.
Some races have very effective anti-fighter hulls, they have lots of
point
defenses and a large attack bonus, and are cheap enough to build in
large
quantities. Examples:
...Stormer Thorn with all Turbo Lasers (10 PD slots and cheap)
...Centaur Zikr (6 PD slots and dirt cheap)
...Fed / Lizard Loki
Wings move essentially randomly. As
Jelmer
Renema pointed out, if the relative positions of fighters and target
ship
is essentially random, the side with better ranged weapons has lots
more
chances to shoot the enemy up than vice versa. (I'll skip his maths
about
areas of circles and ranges and stuff, but basically, doubling
the range of your PD will increase it effectiveness by 4x.)
This Range effect has an intersting consequence: even though the
Turbolaser
fires 3x more often than a micromissile launcher, and kills 3 fighters
per shot, its low range makes it far worse than a micromissile launcher
versus fighters. Jelmer did simulations and came to the conclusion that
1 MML is worth about 4 TL's.
Q. What is the meaning of the blast power of PD's?
A. Each PD hit does the blast power in damage to enemy
fighters.
There's also a chance that a fighter will take a critical hit to its
soft
spot. This means against heavily armoured fighters, fast, weak PD
can be useful.
A. I believe it is compared to the fighter armor to determine if
the shot kills or is absorbed by the fighter armor.
Q. Does a sandcaster cause damage to all fighter of a wing and
is
the armor drain always 1 if it hits?
A. Sandcasters used to hit all fighters in a Wing, but
this
was too powerful, and it was changed. A Sandcaster will now hit a
random
50% of the fighters in a Wing. Some old documentation still wrongly
states
that a sandcaster hits all the Wing. The damage to the fighters it hits
is 1. If it already had no armor, it's blown up. There's a chance
of a critical hit to each fighter, which makes SC very nasty, until you
buy the Sand Shields exotic tech.
Q. At which type do the PD's fire at first when there is wing of
different types?
Answers to this question vary. Some people report: "I've never
noticed t3s getting shot down before 2s and 1s". Others (especially
Robot players) say: "I always see, that the fighterl osses are
distributed
evenly between the different fighter types! So the rare expensive ones
in a mixed wing all get shot up by the end of a battle!" The reason
may be that different fighters have different armor strengths, and the
values vary from race to race(?)
Q. The documentation says a TL can shoot down up to three
fighter
per single shot. What does "can" mean? 1/3 chance for either
for one or two or three fighters? And does it mean that a TL due to its
smaller charge time can under good circumstances shut down nine times
the
fighter number a normal PD can shut down?
A. That means it will fire at 3 fighters per shot. This
does
mean that it can fire 9 times as fast as, say, an MML, which has a 3
tic
charge time. It doesn't necessarily mean it'll shoot down 9 times
as many fighters though; armour, range, damage, accuracy, etc would all
factor into that.
But against heavily armored fighters, it might very well not kill any.
In practice, when the Turbo Laser hits it tends to kill 3
fighters
at a time, but not always.
TLs work very well when used in swarms deployed
in
a scatter pattern. As the fighter wings buzz around in their semi
random fashion, they will encounter TLs form the scattered ships.
This works rather well with the very fast fighters like CoM and Rebel.
Anti-fighter computer
Exotic
Tech
PD shoot twice as often, but they do not use any more power than
normal.
The same power is used to fire two shots at the same time.
Charge time until the next firing of the weapon is the same.
The anti-fighter computer beats (overrides) Sand Shields.
Does it work with 50% PD charge exotic? Also, does it double
fire
of PD versus weapons fire also or just fighters?
No the weapon must be at 100% charge to fire (twice).
There is no extra bonus against weapons fire.
How often does PD ignore fighter armor, with this exotic on?
From
the sims, it seems to render the fighter races moot, unless the attack
ships with about 10x or more MCs worth of fighters.
A standard PD ignores armor 40% of the time and the AFC PD ignores
armor 60% of the time.
Energized Sandcasters Exotic Tech
Do these get through the normal immunity of Robot Rutzies and
Solarian
type 1 fighters?
Yes, it gets the Robot Type 3 fighter, I do not see any immunity for
the
Solorian fighters in the code. . .
Solorian type _2_ fighters are immune to fighter-fighter missiles.
Well that is a whole different can of worms. . . that
has
nothing to do with the firing of ship sand casters on fighters so
energized
sandcasters have nothing at all to do with that fighter immunity.
Of course you'll need some anti-fighter pd
(turbolaser
etc.) but a fact,
being
ignored most of the time but equally important - perhaps even more - is
that
you have to use lots of holodecoys...
In the game I'm currently playing as privateer, the rebel player nearly
wiped out
my homeworld and had already three wings over my homeworld. At the end
I
fended him off, but the key to this victory were lots of small cheap
ships
-
poorly equipped but with holodecoys. I had a wing of type 1 fighters
that
would
have sucked completely otherwise, but with the ships and the holodecoys
the
enemy
fighters did almost no damage to this wing and most of the small ships
survived too.
I had simmed a lot for this fight and in all other cases (with no
holodecoys) I really
merely scratched his fighters before being blasted away, but with
holodecoys...
Jochen
Host 147: (this was after I wrote the
above
section): Fixed: Turbolaser PD system shooting down 9 enemy fighters a
shot when it should only be shooting down a max of 3. So TL's
were
artificially good when I wrote the previous section.
In answer to a question on the
Newsgroup,
"how can I defend against a CoM Wing of 10,000 fighters?" Michael
Henderson advised:
Buy the Energized Sand exotic. Anti-fighter PD exotic is nice
too.
Equip medium sized ships with sandcasters as part of your fleet.
(it's a good idea to put at least 1 SC on every ship) Then laugh
at your foolish CoM enemy who relied upon wings to fight with.
With
those exotics active, his 2 million MCs worth of fighters have as much
chance as a stick of butter in an active volcano.
If you spread your fleet out around the various attack vectors you can
damage his wing faster. If you group your fleet together, it may
take longer to kill his fighters, but there's a better chance of
individual
ships may survive. It's usually best to spread out versus fighter
wings, especially wings with long attack ranges. This way, when
his
wings withdraw to recharge, you're still able to chew through his wings
rapidly with your energized SandCasters.
If you can't catch him, bring the fight to his territory; force him to
defend.
Skies advised:
Here's how I'd go on about destroying it. In defence:
Fortify
a base with loads of AA guns and have lot's of .. make that billions
of..
smaller wings of your own design. (This way the damage doesn't carry
over
to other wings and your fighters get lot more damage done, than in a
single
group)
In attack: Try to sneak in a GA and blast the HW base right from
underneath him. Or bring in a hellish load of anti-fighter ships.
(lot's of PD, no mass. cheap)
David Ouimet suggests: one tactic is 6-8 wings of 10-20 cheap
fighters set to "close to deadly" and 1-2 wings of 500+ fighters that
stand
off.. By the time the small wings are destroyed the sandcaster ships are
usually out of ammo or low and do negligible damage to the large wings.
Miscellaneous Wing stuff (minor tips, obscure things)
Pendragon writes: If you wish for better fighter cover and can afford your ships to move slowly, make your fighters escort the ship and it will refuel automatically, even from ships with no fighter bays like freighters.They'll be vulnerable to mine hits, though.
To ensure your Wings fire at the maximum possible rate, add up the generator power for all your fighters in the wing, then divide by the number of fighters in the wing. Try at all times to keep the average power generated per fighter to 10 or more. This will allow the wing to fire every combat tick. If that's not possible shoot for 5 so they fire every other tick. In this case, 9 is as good as 5.
Q. Does "ord load=500" means 500 missile
shots during all vcr's of one turn?
A. Yes, but that's per fighter. So a wing of 100 could
fire
50,000 missiles before running out of ord.
It's how much Micro-Ord the fighter can carry. Each missle shot
using
one Micro-Ord. Fighters can be resupplied by ships in the same
way
their fuel is resupplied.
Exotic Tech boosts for Attack bonus and Evade bonus do not effect
fighters.
Q. Will take fighters equipped with missiles take ord from
bases?
A. Yes. But fighters use micro-ord, so in most cases won't
be seriously depleting your ord supply.
1 Ord = 1,000 fighter Ord. 1 fuel = 1,000 fighter fuel, you will
hardly notice it.
Jelmer Renema (a fighter expert) has pointed out that it is almost always best to have a mix of fighter types (1,2,3) in a wing, because the three types have different weapon ranges, but pool their batteries / generators. So, as a Wing gets near a target, its longest range weapons start firing continuously - ie you get "free shots". This is countered somewhat because point defenses / other Wings seem to preferentially target type 3 fighters (normally the most expensive) over 2, and 2 over 1, so the best fighters in a Wing disappear first. I'm not convinced this is true for EE fighters - PH.
The Planets4.exe Beta 16 release notes state: - "New: Bases refuel fighter wings New: Ships refuel fighter wings New: A fighter wing's dock target will refuel a wing if the ship flies past the wing during movement." Tim has also mentioned: "Just park any ship next to the Wing. Refueling takes place after all movement is finished."
In response to some questions on this, Sidewinder advised:
Which explains a few things
about
How Fighters Work. Drew Sullivan:
In general I find mixed wings better, and many small wings better than
a few huge wings.
In general I have found that for "fighter cover" cheap and numerous
is the best (lots of 1s). The 2s and 3s (better more expensive
fighters)
shine at destroying ships but the cheap 1s are more cost effective or
distracting
at fighting enemy fighters.
Markus Worm reported, April
2003:
VCR and VCR-Report are not able to show wing sizes greater than 30,000.
I just used a wing of 60,000 fighters, and when selecting it in VCR, I
always got a display of 30,000. Also in the report after battle, there
were no losses displayed (despite the wing has been fired at by
numerous
AAGs, and in fact had losses):
Type 1 Fighter START: 30000 ENDING: 30000
Nonetheless, the wing actually had more 60,000 fighters (have been
displayed
after building it) and still has about 59,000 fighters. This is just
not
displayed in VCR.
Can you tow a Wing? No.
Attacking bases from
space
The ideal base-killing weapon is the Blaster
Cannon,
which gets bonuses; otherwise, even small bases will survive several
turns'
bombardment with e.g. photon torpedoes. (500mm gun and antimatter gun
get
bonuses too, but aren't as good.)
Lizards get a 50X damage bonus
firing
large weapons against bases.
Q. Is the 50X damage vs bases factor for large Lizard weapons
also
in effect for base killer weapons like 500mm Gun, Anti-Matter Gun and
Blaster
Cannon? That way each shot could deliver up to 50000 points of damage!
Whoa!
A. Yes. . . but only 50X the weapon blast. +Normal extra bonus.
- Tim
Jon Nunn writes: I might be a
couple
of hosts off, but it seems that now ships with ground attack off tend
to
stay out of range of an enemy bases Ion Cannon range, while those with
ground attack on will make several passes at the base.
Fighters though make several passes at an enemy base whether or not
ground
attack is on or off resulting in getting shot up without returning fire
if the enemy base has AA Guns.
The Evil Empire and Colonies of Man can move rapidly from the start of the game, and have been known to strike at neighbouring homeworlds as early as turn 10 in order to deal a knockout blow. Even if they don't destroy your main base, they hope to do enough damage to knock you back - maybe kill half your population, to cripple your economy, or destroy a key high tech structure.
By turn 10 or earlier, you ought to have 1 - 2 ships, even just Nocturnes or similar, guarding your homeworld with the following equipment:
In the event of a battle, your home base's fighters will attack the enemy. Your AA guns and Ion Cannon on the base will also attack him. These simple cheap defenses should make enemy attacks so costly that anyone planning a quick strike in the early game will lose most or all of their force, whilst doing little damage.
Why Bases can only fight twice in a turn
Drew Sullivan asked on the
Newsgroup:
When does combat occur?
There are some conflicting opinions in the Mailing List as to when
Combat
occurs. Some say on tick 50, then every 20 ticks thereafter (tick 50,
70,
90, 110, 130, 150, 170, 190).
What about at tick 200?
Others say you have to spend 20 ticks within 5 LY combat range.
What is the real answer?
Tim replied (August 2002):
At movement phase 50 all ships and wings within 5LY of one another and
enemies will fight.
After that it is a big mess. . .
After that first fight at
phase
50 any ship at all that has not been in combat in the last 49 phase
ticks
can START a fight and draw in all ship wings and pods within 5LY into a
fight.
So you can have a fight on phase
50
and then have a fast moving new ship move in at phase 51 and have it
start
a second fight with all the same ships that were in the phase 50 fight.
. .
After a base has been in a fight
it
will NOT fight again until phase 200. Phase 200 is very special: it is
the last call to fight and all bases left standing must take part in
that
fight. . .
Back during the dark times. . .
we
would sometimes have oh say 30 combat VCR's over the same planet as
ships
from hither and yon staggered in to attack a base. So it was changed to
just have bases be in one first fight and then the end battle at phase
200 and the power of ship weapons verses bases was increased.
If you want to attack a base with
a
ship it is best to just park the ship over it, that is plan on ending
movement
over the base and staying there a while.
Afterword by PH - this all seems very sensible and fair, but I have heard occasional reports of people managing to use this feature where "bases can only take part in 2 battles in a turn" to initiate a minor combat before an enemy's main fleet arrives, and thus have time to get reinforcement ships there by tick 200 and save the base.. It shows that even the best rule can be abused, or used skilfully (depending on your viewpoint).
Three or more ships over an enemy base stops them from launching any pods (blockade). Having one friendly ship over the planet after movement breaks the blockade
There's a bit more on Blockade on the Evil Empire page, blockade section. Prisoner-taking races like the EE use Blockade to stop enemy colonists escaping, while they bring up some forces to Ground Assault the base.
Tim: The blockade rule has been added to REWARD any empire with the power and the will to place its fleet over the planet of an enemy. It is a reward for being bold and taking enemy planets. I have seen too many cowards pod launch everything off of a planet just so my fleet would not be able to claim its prize. If you want to scorch the planets before me do so BEFORE my fleet parks itself in your sky. I favor things that make the game more agressive and bloody, blockades serve that goal. If you want to break a blockade all that you have to do is get one ship in orbit over the planet. You can send in a bunch of cheap high evasive ships set to flee. If just one gets away it will act as a screening ship for your pods the next turn and you can launch all the pods you want. Those blockade breaking ships are your heroic ones that rely on some luck to be successful. They are the ones that they will sing the songs about. Fortune favors the bold.
There are only two types of ground assault:
Further
notes on Ground Assault can be found:
Some basic points to note:
Even if you don't intend to capture prisoners, include a few High Guard in every base or assault force. Having High Guard reduces your personnel losses by up to 50% due to their brilliant leadership. For Stormers, there's no point having more than about 5 HG in an assault force because this maximises the bonus effect at 50%.
If you have too many troops etc present then there's a good chance they'll shoot everyone in the early phases, so there's no one left to surrender at the end. Similarly, mechs are very good at killing, but not so good at capturing. So ground combat tends to be a one-sided wipe-out 9/10 times unless you use a pure High Guard assault force.
Other ground assault notes:
There was a long thread on the
newsgroup
when someone asked how come 200,000 colonists had been captured by a
handful
of enemy troops? Tim posted this reminder May 2003:
Colonists are very poor at
combat
and worst when it comes to surrenderings. .
Their Surrender rating is 1 / 10000 their combat power. .
.
Crew are 1/100 combat power. . .
A few troops CAN force a surrender. . . if the enemy does
not have any defending troops.
It is usually a good idea to keep a few troops on all bases and set them to KKK in case enemies try a ground assault. (Mechs would be even better, but are not as easy to distribute.)
Some Ground Assault facts from Host Release Notes:
Q. How can I tell how
many
High Guard and Troops guard a base? It isn't shown on the Base's Data
Pad.
A. (1) Set that base as a transport target and then
check
out the #'s. (2) Check that base out in the Data Grid and
Select
Type: Base / Colonists... the data pad will tell you if there are
mechs,
lasercannon or other obstacles there.
Mark MacWilliam writing about EE ground assaults:
If you're landing an Assault Pod for Ground
Assault,
Beam at least one person onto the surface of the planet during the same
turn. It appears that the base is created first and thus the pod
can land without incident, while assault pods that are landed on
planets
without bases (of yours) seem to have to survive withering fire to make
it down to the surface. (This may or may not be a bug.) The
pod seems to set the base to Kill! Kill! Kill! when the base it forms,
merges with the one formed by beaming someone down; so the space
combat,
ground combat, and capture of the enemy base should all happen that
turn.
(If you didn't use the pod the base would be set to Peaceful and you
might
have to wait another turn to attack the enemy). This can be
devastating,
especially when combined with hyperjumping, so the enemy need not be
aware
that you're even in position to attack a given planet. "Surprise,
you're dead!" You can even use a Mig to do an unstopable
hyperspace
attack this way. The Mig may die, but you can capture a big ground base
this way.
With colonists ineffective on the battlefield, you will find it
ridiculously
easy to capture almost any planet you can get to. Most people
have
few troops on any planet except their training worlds, and very few
mechs.
Even if your ship gets destroyed, the base creation and pod landing
should
have happened before combat, so you should still take the planet
over.
The only way the enemy can stop you is by boarding your ships as they
arrive
or stopping them from getting there at all. I don't think
this
will last, but while it does be on the lookout for behaviour that seems
to have either of those ends.
There seems to be a major bug
concerning
ground assaults with pods. Pods seem immune to combat so will always
survive
even if the ship that delivers them, does not. At first people thought
it was something to do with arriving before movement phase 50, but
David
Ouimet proved it happens every time you try ground assaults by pod.
Raid Shelters and Undercities
Q. I noticed that on the structures screen,
raid
shelters say they protect "100k people from orbital attack";
in the help files, raid shelters protect "10k people". Which
is it?
A. The correct number is 100k The help files
are wrong.
However - no one is sure raid shelters or
undercities
actually help protect your population!
Chris Olin wrote, Dec 2003:
Undercities and Raid Shelters are very useful against attack. For
shelters to be effective you need to have then just 1 for ever 100k
colonist. As near as I can tell shelters soak up alot of the bomb
damage and will reduce the amount of damage suffered by other parts of
your base. Undercity are almost imposiable to destroy from orbit.
Laser Cannons I would only build as a last ditch thing, if for
example
you suddely discorver a cloaked ship has droped troops on a lightly
defended base, training center will not help you in time, but a few CLs
will atleast cut down a few of the bad guys before they take the base.
Base sheilds are an odd beast; normal ships can not touch them, but a
super weapon or a good fighter wing can cut through them like butter.
...Normally you control the space above a
fight before you send in your pods. Or at the very least
set the transport's carrying them to the second wave of the fight.
In the example screenshot, players 1 and 3 are using good tactics, and
player 2 is not, unless he was expecting to face lots of Wings which
spread
out rapidly and are more rapidly killed by spread-out ships.
Incidentally,
the combat map has a radius of 1000 units, it is 2000 units across the
combat screen. Ships using e.g. a "Standoff Range" of 800 try
to keep almost half the screen between them and their target.
Fleet battles in VGAP4 are not a series of one-on-one duels. Everything on the screen except bases can move around independently, obeying its orders as best it can. As time moves on, ships begin firing at their nearest neighbours, which inspires them to return fire, and also to back away. Ships and Wings quickly disperse and a huge melee develops. Hurrah!
The screenshot illustrates how concentrating all your ships in one place, to concentrate fire, is a Good Thing. This is actually a very old principle of naval warfare, and is generally called "Lancaster strategy" after an admiral from the Napoleonic era who developed it.
The way to bunch all your ships together is to set them all to the same attack vector. Setting them to second wave helps too - in the screenshot, which was taken around tick 305, race 2's ships all arrived on tick 1 and had lots of time to spread out.
The combat area is pretty large. So long range weapons are still useful in crowded melees, because ships are cowardly and tend to back away when hit, sometimes before firing their own weapons.
People are always thinking up
new
ways to use fleets. Enough medium ships can overpower a big one.
However,
small ships have great difficulty in winning against two or more big
ships,
because instead of all concentrating on one at a time, they get
confused
and split their attention, which usually results in complete
annihilation
of the small ships. But there are ways around this...
Drew Sullivan mused as follows:
One thing that is striking (to me) about VGAP4
combat
is that it is nearly always totally decisive (one side gets completely
obliterated) and also the combat is "brittle" or "tippy"
ie if I have 20 ships vs some enemy fleet I lose them all, but with 23
ships I win but have only 6 ships left, but with 25 ships I kill all
the
enemy ships and take no loss myself. A small edge in combat makes the
difference
between him losing everything/me nothing and the combat going the
opposite
way.
So the real key to combat here is to win. <G> I mean you really
really
want to win the first battle vs an opponent. That will likely weaken
him
but cost you nothing (no ship losses for you) so the next battle
against
him will be a walkover.
To me, that seems to make scouting (so I can see what I am going to hit
before commiting to the battle) and speed (so I can attack or run
depending
on what I see) very important. Probably more important than the Huge
Ships
vs Many Ships decision.
A tip about Fleets
I have recently
noticed that it is probably a good idea to make your fleet leader a
small ship, not a big one. That's because if you hit minefields, at
least Novas and Barbitics, the small ships tend to take a lot of damage
quickly and stop in space. The big ones carry on a bit. This splits up
your fleet and makes it vulnerable.
| Fleet design tips
from Mark
Heinrich What you need to look at in the survival equation is the relative cost of the ship. Do not put expensive weapons on a vulnerable ship. Consider that most people avoid setting "attack soft". Your big ships will attract the most attention. What you want the support ships to do is wander around clear of the fray firing PD while the enemy wings spiral aimlessly about. If the primary threat is fighters, the key is to field as many ticks of PD fire at minimal cost. Considering most fighter fire rates the answer is to make the assumption of maximizing PD, thus swarms of cheap ships. An advantage of Swarms that I have noticed (unscientifically), is that both ships and fighters tend to clam up if they get hit. If fighters get hits from multiple sources they are less likely to zero in on a target or fire. Ships are vulnerable to concentrated fire, and fighters are more vulnerable to distributed threats. |
Ord sharing in fleets happens
during
movement phases between battles.
"Can fleets share Repair units?"
Yes.
"Can they share stuff in pods
they have docked?"
Not until the stuff is
transferred
from the pod to a fleet member.
How to kill a lone
big
ship with little ones![]()
Here is a really neat strategy for taking out big ships.
I thought of this to help a Lizard player who was trying to take out a Borg Annihilation class Cube approaching his homeworld.
Even four T Rex's (the Lizard's top ship) weren't enough, because as soon as one got near, the Cube would bring 20 Pulsed Phasor Cannon to bear on it and it would be rapidly vapourised. Unfortunately there seemed no way to make the T Rex's attack the Cube in precise co-ordination. (And the Lizard player's tech levels were not up to PPC's, which didn't help.)
We tried simulations with Lizard Wings. With swarms of Lokis, Lizard Class Cruisers, Lokis pumping out holo decoys en masse, etc. Nothing worked. Then I thought: what if the small ships were set to act as a screen for the T Rex's? The Cube would tend to fire at the nearest target so let's distract it, form a screen for the big Lizard ship with small ones we can afford to lose. But the trouble with controlling ships is, they tend to back off if shot at. So I set up a simulation thus:
1 T Rex (15 blaster cannon)
with
a standoff range of about 300
11 Vendettas (high attack and evasive bonus, very cheap). Armed with
Photon
Torps, cheap engines and so on. Attack settings:
They still backed off when shot at, but their high evasive bonus stopped them being hit all the time, and their long range Photon Torps allowed them to be effective even when a little way away. Many were killed but when the dust cleared the Anni was dead, the T Rex was alive and the Lizard losses were cheap.
After studying this idea, experts like David Ouimet and others have found that 'small' fleets like this, using a front line of throwaway ships, lose their effectiveness if there's more than one big ship to take out. In that case, they mill around and break up, thus becoming much less effective. And even a few enemy Wings will completely confuse a mere 16-ship fleet and dissolve their cohesive attack. The next stage up in the arms race is Swarms, which extend the mobbing tactic to a ridiculous degree in order to take on a group of big ships. Warning: not all races' hulls are suitable for Swarming.
Swarms
Warning: Swarming
tactics were greatly affected by changes to how Small Weapons work in
Hosts
151-155. For example Exotic Tech no longer boosts Pulsed Lasers. Only
Disruptors,
Phasors and Tachyon Guns can hit Soft Spots. Streak Missiles and
Tachyon
Guns ignore targets' evasive bonuses. Some Xenon Beams are useful for
Swarms
as they prevent enemy point defenses firing. Meson Guns suppress the
enemy's
Large Weapon fire rate. Positron Cannon are the ideal anti-Swarm
weapon,
preventing enemy Small Weapons firing. Feds get bonuses with Phasors.
Stormers,
Feds are immune to some of these effects. I have not yet re-edited this
document to allow for these changes.
Some races don't have big capital ships. Instead they rely on sheer numbers of crap ones. These are known as a Swarm.
Swarming races typically have small ships which are really cheap (like, 100mc for a warship hull) and either a high attack bonus, [which means the ships are suicidal but will each land some shots on the enemy before dying,] or high evasive bonus, which means they are tricky to hit and last a while.
One
really funny way to kill a lone big ship with a Swarm is to build 100
(say)
Small Transports, and set them to all have the same attack vector, and
Ram. Small Transports are good at Ramming bcause they have a high
attack bonus. If you try this simulation, you'll see the Vendettas
destroy
the big ship by head-butting it en masse. I'm not sure it's very
cost-effective,
and you lose a few dozen Vendettas, but it works.
When using Swarms, the uniformity of a swarm leaves most the damage on shields (which is a good thing because there is usually no armor and minimal hull behind them). Boost the shields with Exotic Tech. Typically you might lose only 20% of your ships. Ships are either destroyed or undamaged.
There are arguments both for and against using Swarms. I think it all boils down to this:
| Swarms are best for |
Both options are viable for |
A few big ships are best for |
| Centaurs Scavengers Feds Crystals? Stormers Aczanny |
Birds IMT (Players who have access to alien hull plans which open up the opposite strategy) |
EE Robots CoM? Borg Lizards? Robots |
And perhaps Privateers should "never" fight. I don't know what's best for all races.
There have been many newsgroup postings on whether Swarms or A Few Big Ships are best; but it depends on the race you play, the hull plans you have access to, your tactics, and what you are fighting against; so there is no absolute Last Word in the matter.
Before Exotic Techs were introduced into the game, it was true that a few large ships were generally better than many small ones. The reason for this is the chaos of fleet action, the small fleet will get broken up easily and eaten one by one by the larger ships (which concentrate their fire more effectively).
But Rob Weisenbaum did a comprehensive set of simulations and a cost-effectiveness analysis of Swarms vs A Few Big Ships in May 2003 and publised the results on the mailing list. He found that if you add exotic techs, the masses of small ships win hands down if you have enough of them. Small Weapon Exotics turn the tables drastically.... it holds up as the number of ships on both sides increase.
The experts are divided:
| Swarms are good because...
(the Drew
Sullivan / Mark Heinrich view) |
Swarms are bad because...
(the David
Ouimet / Admiral Quixote view) |
| Swarming
ships in
general will tend to use less minerals to build than a fully loaded
battleship
of any design (partly because they use mainly small weapons). Swarming ships just totally overwhelm enemy point defenses, especially as their numbers increase. Overall (not just in VGAP4) "more" beats "better". The reason is a little long but a short answer is that as the two sides degrade each other over the course of a combat, the "better" ship when blown up is a bigger loss than the smaller ship. "Ten percent more ships" is better than "ten percent better ships." [Like fighters,] Deth Specs (for example) are brilliant once you hit a critical mass. It is weird, but 12 will get smoked against a single Annihilation Class Cube, but 18 can take out two Anni's. Swarms have more PD and chew up fighters faster If you have Ghips churning out free engines, Swarms are very cost-efficient You can split a single ship out to intercept a scout or kill a base you are passing Swarms are effectively imune to most superweapons, and boarding. (So you lose one ship. Who cares?) |
Swarming
ships suck
up your available resource points. The Small Weapon Exotics are only good if you have the 18k a turn to upkeep. The maintenance is a bit of a pain Big ships can laugh off a few detonating minefields, while small ships will be crippled. Big ships are harder to board (but this may be a toss-up since the loss of big ship hurts a lot more than allowing the enemy to board a tiny ship). Small ships (under 100kt) need to fear Gun Zeroes or Stellar Matter Launchers, Big ships can take quite a few hits before one needs to worry about it. Swarms tend to scatter around the map and break their fire up against multiple targets. So swarms work as long as there are only a few targets, however should the enemy throw even a couple of fodder ships into the fray the value of the swarm goes way way down. Swarms are highly vulnerable to Nemesis Torpedoes. |
Drew Sullivan (an experienced Swarmer) mentions: " I consider cost effective to be if half my swarming fleet survives, especially if the build costs of both sides is roughly the same."
Gabor Toro has a few rules of thumb for swarms:. I'm
not
sure I quite agree with them, but I could be wrong:
1) no LW on the swarms because ships when they are hit by LW tend to
evade
back. Swarms tend to follow and spread early.
2) The swarm must big enough to eat the shields and armor of the first
targets in a few ticks. So we are speaking not about 10 Loki against 1
Cube but 30-50 Nefs against one Cube.
3) Only use pulsed laser and 35mm when against ships. Only flake
cannons
when against fighter. only flake cannons when against fighter and ships.
4) Choose ships with the high (No. of SW + No. of PD)/(Cost*Mass)
values,
and from these use ships with high attack and/or evasive bonus.
The biggest battles I've seen
had
about 200 different Things in them, but I've heard of battles with
thousands
of wings, ships etc. There doesn't seem to be a limit!
Here are some tips from David Ouimet about the use of small ships in
big
fleets: ![]()
Note that Swarm ships lose effectiviness if the enemy has ANY fighters, and the fast firing weapons like a Large Turbo Laser Array will eat a swarm like this alive.
Imaginative use of First and Second Wave can give
you
an edge. Remember that fighters cannot be set to arrive in the 2nd
wave.
Fielding a lot of cheap ships in wave 1 with cheap anti-fighter
defense,
and holo decoys, may get them all killed; but it gives them up to 300
ticks
to disperse masses of holo decoys and whittle down fighters before your
expensive ships arrive.
One nasty strategy my enemies used on me once, was to target my bases with Government Centres and the contraband etc to pour cash into them. After a while, I couldn't afford to maintain my Exotic Techs, and I lost the edge in a lot of battles. It was probably the turning point of that game. We used the same trick on Jon Nunn (a legendary Borg player) later, and it helped bring him down.
Here are some points to think
on:
Kill enemy population or outbreed him, to deny him Resource Points.
Pop ships (glory devices).
Alien hull plans.
Minefields. Even grav mines are useful, because they damage enemy
engines
by random amounts, and scatter fleets passing through them.
There is no combat in the first 50 movement phases.
I mentioned some basic points about the funding, etc of these in the How To Play Guide, but I didn't discuss the combat-oriented ones. Some points to note:
Fighter races will always try to buy Sand Shields as soon as possible, as it relies so heavily on fighters. Assume they have it by turn 20 and don't assume your sandcasters will do any good after then. but you should still mount the occasional SC on ships because they're still good at destroying Holo Decoys, and it forces the fighter races to spend 5k / turn maintaining Sand Shields.
The Best Exotic Tech for combat?
When fighting big ships there is one Exotic
Tech
that stands out if cash is short.
Armour is an often overlooked
part
of the game. Many ships have thousands of points of shields, but few
have
more than a token amount of armour and it often doesn't seem to have
much
effect on a battle in the mid game. Then one day, you come across tech
10 ships with thousands of points (or Lizard ships, with armour
bonuses)
and suddenly they seem unkillable. Large weapons on average do less
than
half the damage to armour than to shields.
Now, people normally choose their large weapons
pretty
carefully on big expensive tech 10 ships. They are usually Pulsed
Phasor
Cannon, Gatling Phasors, or something else awesome. And here's the
interesting
thing. You can almost guarantee that when your own big ship fires its
first
broadsides of (say) 15 PPC's at the enemy, it will take down the 3000
points
of shield in about 2 volleys, assuming enemy PD's stop some shots. Say
16 combat ticks (less, if you're using gatling phasors). And similarly,
the enemy will have blown your shields more or less away in the first
exchange.
Now the question is: how fast can you eat through his armour and hull
and
dispose of him?
Probably pretty quickly, but he's
doing
the same to you. But wait! Tech 10 ships normally have 20-30 small
weapons too. And with a max of 10 PD's, who's going to try stopping
those
when there's a barrage of Large Weapons to worry about?
Due to recharge time, PULSED
LASERS,
combined with Exotic Techs to boost armour drain are the
best
bang-per buck you can get against most tech 10 hulls in the end game.
Rather
than pulsed lasers, you might possibly want to use a longer range (but
slower firing) small weapon.
Summary: To destroy an enemy ship you need to destroy its shield, armour, and hull. Since there's no Exotic Tech you can buy which boosts hull (Blast) damage, and shields evaporate almost instantly in these kinds of fights, the best strategy is to boost Small Weapon Armour Drain rather than waste cash on boosting large weapons.
There are at least three ways to capture ships:
Capturing through combat:
Destroying Systems: You can use Sandcasters to destroy a ship's shields and Ion Cannons to destroy the Systems, this automatically captures the ship the same turn. Actually what happens is the ion cannons destroy the ship's Systems, ie life support, and the crew dies. You then automatically capture it. No need to beam over crew. Note also that the ship won't start fighting on your side mid-battle: during the rest of the combat it floats around with a little "disabled" label next to it: you find it in your possession at the start of the next turn, but it will need repairing before you can use it. (No systems --> no life support for crew!)
Always carry some supplies with your fleets, so repairing life support is not an issue.
Killing crew (rare): If you kill all the crew but life support] Systems are still OK, ships can switch sides in mid battle. They get a nominal 1 crewman of yours, I think. To kill all the enemy crew, requires remaining shield and armor to be so low that the ship will already be pretty beaten up. At low tech levels, Disruptors, Streak Misiles, and Merculite Rockets are good for this tactic. At higher techs, Xenon Beams and Antimatter Guns are better.
Capturing by transfers:
You can't unconditionally
transfer
crew onto enemy ships. (Except Stormers and Feds can do that:
it's
a special racial power... Feds are also immune to boarding -
even boarding lasers - even from other Feds and Stormers - unless
their
ship has >50% System damage). Most races need a boarding laser, or
the
enemy ship needs to be a bit damaged when you try the transfer (It
needs
some shield or system damage to become vulnerable to crew transfer).
There
is a Ship Device on a University Alliance ship called a Transport
Inhibitor
which prevents Transfers occurring about 40% of the time. One such ship
can provide a measure of protection to an entire fleet.
Ships captured by crew transfer immediately switch sides and fight for
their new owners. So a favourite tactic of Stormers and Birds (who have
strong High Guards for boarding) Is to encourage an enemy into a fleet
battle. When he runs the VCR next turn, he finds several of his best
ships
were fighting on the wrong side..!
The boarding laser device punctures the hull, doing a little damage and killing some of the occupants, which makes it easier to capture when you transfer troops over (simply using a ship's "Transfer" function, like you would beam troops down to a planet) next turn. Thus, it can be used only once a turn. The number of enemy killed is proportional to the number of people you beam over.
The best time to try to do a capture is during the first 50 movement phases. There are 200 movement phases, and ships move S/200 (S=speed set for the ship) LY a phase. During the first 50 of these phases, no combat occurs, which means that if you can send in a nearby ship, send over a boarding party, then run away all within the first quarter of the phases (set yourself to a high velocity and be nearby), you will be able to capture a ship without having to fight it first.
Q. Do passengers in docked pods count towards the combat calculations for a boarding action? If not then I think that they should, especially if it is an assault pod. A life pod with carbon freeze switched on may or may not be able to count (they are sleeping and might not wake up in time).
A. No, they are of no
help
during the boarding first action. But they will attempt to reboard the
ship if they are under orders to do so. You could run around with
assault
pods set to board. - Tim
Note: normal Transfer range is 3LY, but if
you use a Boarding Laser then it's 5LY. (Newsgroup posting by Tim, 9th
June 2004.)
Capturing ships with Assault Pods
Assault pods floating free in space (for example, in orbit round a planet) can be used to try and board and capture enemy ships. In practice, I've only seen about 1 in 20 manage this; but others report success rates as high as 50%. Maybe it depends on whether there are WIngs or Phasors on the enemy side (which make short work of Pods). However, there are two things you need to set beforehand:
Unlike VGAP3, ships can fight with no fuel.
The VGAP newsgroups and mailing list are full of
opinions.
But as someone said during one heated argument: "I don't like this
one point of view to take 1 constructed situation and then compare the
result with the costs. It is an idiotic way of argumentation, cause the
game is so complex and influenced by so many factors." Remember
- it's just a game!
SAVING VCR'S: When you view a VCR its saved in the temp directory as temp.vcr, this file can be saved to another location under a different name for later reference. Just remeber the temp file is the most recently viewed VCR.
BUGS AND LOOPHOLES: Hopefully Tim will fix these. Some people use them, others figure it is cheating. Personally, I use them , but I tell everyone else how to take advantage of them, too.
Sneaking
fleets into enemy space unobserved -
Planetary scanners do make some difference to warp signature.
If travelling in a fleet
designate
one ship the sensor ship and turn off ranged and planetary
scanners
on other ships in the fleet.
A ship in orbit around a planet and not moving is
5 times harder to detect on enemy scanners.
Don't do this: I sent a cloaker with that with "Attack Ships" turned off, but "Attack Bases" turned on, to an enemy world.I figured that if I came across an enemy ship I could capture it by crew-transfer without combat.
However, the cloaker initiated a combat versus the enemy base it discovered, and this allowed the B200 there to attack... and the "Attack Ships" switch being Off, the big ship was beaten up by the small bully.
Fleet
composition and management
To reduce micromanagement, use the Groups screen. Use Escort.
Use Fuel and Ord sharing.
Take plenty of Ordnance, mainly on one ship. If it's mainly on
one
ship, it can't be stolen so easily by Privateers.
Take Minesweeping ships in a fleet.
Take Fuel, Ord and Repair Unit Resupply Pods docked to ships. Set
Pods to Transfer to Ship. This will replenish ORD and Repair Units
used. Set the "Transfer to ship" switches on.
Q. How can you tell how
many
hull hits a ship can take? Is it the hull mass? And if a weapon does 1
in damage it will take 100 hits to blow the target up (via hull hits)?
A. If you have a weapon
that
does exactly 1% of damage to the ship's hull. 100 hits will destroy the
ship.
Damage is measured in units as
small
as 0.1%. to 2000% per hit.
The raw power going into the
hull
is a function of weapon blast power and the power of the weapon to do
damage
to parts.
Resistance to incoming raw
power
is a function of the target ship's resistance to parts damage and hull
mass. Lower hull mass causes a ship to take more damage with every hit.
Ship Experience helps in combat and in
laying / sweeping mines.
Ship Skill helps in boarding
actions.
Gaining Experience:
This is normally through combat only, though Privateers have special
rules.
Tim once stated, "when you beam crew to a new ship from a
highly
skilled ship the skill and experiance is transfered. If you beam crew
up
from a planet they are assumed to be rookies."
Doc observed, in
Jan 2005:
Gaining Skill:
Ships built in the old, traditional way have higher Skills than Quick
Built ones.
Q. Just how
much effect will Crew
Experience
have on a battle?
A. At most a 70%
bonus in
chances
to hit an enemy. It also helps with boarding actions.
From tims discription of the Privs:
a.. Boarding attack power for
troops increase at a rate of ( Experience
/ 100 ) So an experience level of 240 gives a ship a 240% boarding
combat bonus.
Note: Privateers
gain ship experience when they use a boarding laser, cargo grappler or
hull plan napper.
Priv
are able to drive
exerience up quickly wihtout
fireing a shot...again, this is a race specific trait,
but the technique works for
anyone, just requires more work....so...Stormers
should be able to get exp up
high on ships easily as well...birds and borg
likewise....they just dont' know
it yet....and I'm not about to tell them.
You can simulate experience with Diplomat. There is an editable field near the top of the Add Ship field.
Cocomax wrote:
> The effect maxes out at around 700 points
>
'//
Experience
If m2_cob(tid).experience > 100 Then
>
r = 1 - ( CSNG(m2_cob(tid).experience) * .001 )
>
If r < .3 Then r = .3
>
rOdds = rOdds * r '
Doc observes: So this reduces the chances of incomming fire to hit to a
Miniumum of 30% of the original chances to hit.
>
End
If
'// Experience
>
If m2_cob(cid).experience > 100 Then
>
r = 1 + ( CSNG(m2_cob(cid).experience) * .001 )
>
If r > 1.7 Then r = 1.7
>
rOdds = rOdds * r 'Doc observes:
And this increases the chances of hitting to a Maximum of 170% of the
original chances to hit.
>
End If
The EE's Emperor's Shuttle is
just a Mig, but when it arrives on turn 10, it is said to have 8,000
experience and it is meant to be able to kick unexpected amounts of
butt. [I don't think that's true - PH]
Special combat powers of different races
Some races have strange powers - for example, if you use a "beam" weapon against Crystals, they actually absorb some of its energy and charge their own weapons (fire back at you) faster. (A "beam" weapon is defined as one which does not use Ordnance.) Contrariwise, Crystals take double damage from ord-based weapons. So you may find a Fed Nebula with Blaster Cannon is effective against the Crystals, but not so good versus Rebels... I may expand this section one day. Or maybe someone will write a page I can link to? (Hint, hint)
Lizard combat changes Is the 50% resistance to armour drain in effect for a)all ships under Lizard command b)all Lizard ship designs in general for whoever uses them or c)Lizard ship designs under Lizard command only? >> a) all ships under Lizard command >>
Info from Tim, Jan '00
If the final percentage chance of hiting is less than or equal to zero,
it's forced up to 1%.
Odds of greater than 100% are only one automatic hit
(no
double damage chance [like RPG adventure games])
- Jon Nunn
Q. If you attacked a star
with 2 planets, would invading fleets have to fight 2 planets and
their
fighters etc simultaneously?
A. You would fight one planet then the
other.
(In practice, stars only have 1 planet, but since
combat
range is 5LY, it is theoretically possible to attack 2 bases
"simultaneously"
in dense clusters. I've tried simulating this, and it definitely
results
in 2 VCR's with only 1 base present in each.)
Q. How much damage
does ramming
do? Ie when is it worth ramming?
A. It depends on the size
of
the ship ramming and the shield power of the two ships. A ship is
better
at Rammng if it has a high Attack Bonus.
I have untangled a Ramming algorithm
Tim sent me in July 2004.
Ramming algorithm is called if a
ship set to ram is within 25 units of its target in VCR.
[The 25 klicks increases to 125
for IMT]
Both ships can be damaged.
High Skill helps you ram, and
evade ramming, by adding to your combat speed. If the attacker's speed is
greater, ramming occurs. There are random factors in the code too.
Damage varies as (hull mass of
attacker x its speed) x 100 / (victim's hull mass + 50)
Ie, a high mass or high speed
attacker will do lots of damage to a little ship
First the shield is damaged. But
at least it absorbs some of the blow.
If the remaining damage exceeds
the remaining defender's shield strength, damage then carries through
to the ship's engines, systems, etc. It can even hit the soft spot of a
ship.
But first the defender's armour
comes into play. It acts like the shields.
Then the damage is successively
(??? Or simultaneously?) implemented against the ship's:
Following this the code checks
for damage to the ship doing the ramming!
Damage varies as (hull mass of
attacker x its speed) x 100 / (ATTACKER's hull mass + 50)
Ie, quite a lot of damage. The key
thing here is that the Attacker's hull mass is in both numerator and
denominator, so this damage is going to be nearer unity.
I think this boils down to:
Big ship (especially big fast
ship) Ramming small ship does lots of damage to small ship and a little to
itself.
Big ship Ramming another
high-hull-mass ship does only a little damage to either.
CONCLUSION:
RAMMING IS BEST AGAINST SMALLER SHIPS THAN YOURSELF.
If a ship with high guard is destroyed or a base with high guard falls to an enemy, most of the time the high guard will be able to make an escape. They will in time gather on one of your bases. The only sure way to kill high guard is with other high guard. - Tim, Jan '00
Highguard VS Highguard duels take place during ship boarding actions. I've seen the code for this. Up to 100 HG might die this way. Such duels are only initiated if the HG have very high combat factors (>400), which in practice means only EE and Rebel HG.
Although High Guard do take part in ship-to-ship boarding actions, and can be killed that way, they do not actually fight in ground combat. Incidentally, High Guard are never lost in space battles or normal ground assaults (except in the final bloodbath if a GA progresses as far as the Surrender phase). Even if the rest of the force is wiped out, Cap'n Kirk usually makes a miraculous escape and shows up on a nearby random colony or ship a couple of turns later, leaving the peasants to hold off the enemy while he "gets help".
HG on ships no longer help in combat, but they do help Wings' accuracy. HG on ships and bases theoretically help prevent Spy attacks on them (unproven). HG on Bases help in ground assaults. HG on ships help some races' special powers, for example, the Feds' Scotty Bonus.
Q. Do HG protect vs spy attacks on a ship? If
so
is one HG as good as 20?
A. 1 to 19 might do the job... 20 or more will ALWAYS protect
the
ship from spy attacks
Tim added limits to the rate that HG that can be trained at, saying: The High Guard are suppose to be special and very powerful. . . building 10000 training centers and turing out millions of High Guard on one planet is silly. If it is all that easy why even bother fighting the enemy when you have an unlimited source of high guard and you can just board the enemy to death. . . Things that are just too good to the point of over shadowing everything else must be toned down to bring things into balance.
A maximum of 1000 High Guard can be trained per base per turn, the base can train more High Guard if it has a food stock pile in excess of 1000 units. It can train 1 extra High Guard for every food unit over 1000 units it has. For example, if you have 20000 food units you can train 20000 High Guard a turn.
What determines a ship's speed in battle? Different ships blunder around at different speeds in a VCR. Big change in 2005: Max combat speed is based on the max hull speed and its mass. Engines do not matter. Battlestations (space stations) have some combat speed, it is just the lowest of all ships.
How
much damage does an exploding Barb field do ?
One minehit will destroy a 100 kt ship. An exploding
barbitic
field does about 1/3 of the damage that an actual mine hit will do. Yes
a single mine hit will kill a hull up to 100 KT. But exploding the same
minefield is very weak compared to a mine hit. 2 barbitic fields
exploded over a Nefarious will not kill it. 3 might, 4 will.
New: The power of weapons to push back an enemy ships decreased by 50% and ship with a mass over 900 are immune.
New: Mass effects how fast ship can change speed during combat
New: If a ship has
less than 50% crew its weapons will begin to malfunction during combat.
The percentage crew that you have is the percentage chance that a
weapon system will work.
New: Ground bases
have a highly experimental attack option CAPTURE. Your troops kill far
less enemy colonists and take 3 times normal losses. This attack is
very useful when attacking enemy bases that are almost all colonists.
New: Fighter wings that are NOT set to attack ground targets will STAY AWAY from the base to avoid AAA fire.
New: Ships can avoid
attacking the base under the ship, when the ship is set to avoid the
base the large weapons can NOT be used to fire at the base.
Fixed: Bug in ground combat that was causing less colonists, crew and troops to be lost then should be.
Fixed: Bad transporter bug that produced large numbers of high guard.
New: Robot Q Tanker can mask the sensor image of Robot ships within 100 LY, giving them a sesor image of only 5
New: Robots can cloak mines
New: Colonists on Colony of Man ships produce an income of 200mc per 100000 colonists.
New: All races can sweep cloaked mines with a 25% success rate
New: Base ION Cannons only work when the shield is turned off
New: Ships with a hull mass over 690 have improved PD systems, ships with a hull mass over 1200 have an improved PD system and ships with a hull mass over 1800 have an even better PD system
New: Figher and ship combat logic improved.
Changed: Base ION Cannons use 10 ord per shot
Changed: Minefield power increased, they do more damage when you hit them.
Changed: Glory device will only kill 15,000 worms per blast
Changed: Spice production reduced
Changed: Robot mine sweeping of cloaked mines only works 25% of the time instead of 100% of the time.
Changed: Energized sand toned down. it does not work 100% of the time anymore
This document last updated mid 2003. Previous version was a year earlier. Image at top courtesy of Starship Gallery, http://www6.50megs.com/sshipgallery/