Ship Attributes: Difference between revisions

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== Ship Attributes ==
Every ship has a set of attributes available, commonly referred to as ship stats, or just 'stats'.


Every [[ship]] in [[planetarion]] has a given set of attributes, commonly refered to as "[[stats]]". The attributes available to a ship are:
== Name ==
The name of the ship.


* [[Ship Attributes#name|Name]]
==Class==
* [[Ship Attributes#class|Class]]
The [[Ship Class|class]] of the ship
* [[Ship Attributes#target|Target]]
* [[Ship Attributes#type|Type]]
* [[Ship Attributes#init|Init]]
* [[Ship Attributes#armour|Armour]]
* [[Ship Attributes#damage|Damage]]
* [[Ship Attributes#metal|Metal]]
* [[Ship Attributes#crystal|Crystal]]
* [[Ship Attributes#eonium|Eonium]]
* [[Ship Attributes#race|Race]]


== Attributes available ==
==T1, T2, T3==
The [[Ship Class|target class]](es) of the ship. During [[multi targetting]] rounds, ships fire at 100% efficiency at T1, 60% efficiency at T2 and 30% at T3.


=== Name ===
==Type==
The name of the ship.
The type of the ship. The type can be either [[Ship Type|Norm, Cloak, EMP, Steal, Pod or Struc]].


=== Class ===
==Init==
The class of the ship, check [[Ship Class]] for reference.
The [[initiative]] of the ship determines when the ship gets to fire.


=== Target ===
==Gun==
The target class of the ship, check [[Ship Class]] for reference.
The number of guns this ship has. For non-EMP ships, this column is ignored. For EMP ships, each gun can potentially freeze one hostile ship.


=== Type ===
==Arm==
The type of damage the ship deals. The type can be either normal, emp, steal, pod or structure. Check [[Ship Type]] for a detailed explanation of each type of damage.
The armor of the ship decides how much damage it can handle before it is killed or stolen. EMP is not countered by armor but by E/R.


=== Init ===
==Dmg==
The initiative of the ship decides when the ship gets to fire. 1 fires first, and the higher the number the later it fires.
This is how much damage this ship does. One damage can reduce the armor of a hostile ship by one. There is no overshooting. Once a ship has been destroyed, the damage carries over to the next.


=== Armour ===
==E/R==
The armour of the ship decides how much damage it can handle before it is killed, imobilized or subverted.
How much EMP resistance this ship has. This represents a percentage of EMP guns that can be blocked. An EMP resistance of 80 is equivalent to 1 in 5 guns getting through.


=== Damage ===
==M, C and E==
This is the power of the ship. See armour for further explanation.
How much [[metal]], [[crystal]] and [[eonium]] it costs to produce one ship of this type.


=== Metal ===
==A/C==
How much [[metal]] it costs to produce one ship of this type.
Armor / cost * 10000


=== Crystal ===
==D/C==
How much [[crystal]] it costs to produce one ship of this type.
Damage / cost * 10000


=== Eonium ===
==Race==
How much [[eonium]] it costs to produce one ship of this type.
Which [[race]] the ship belongs to.


=== Race ===
==Current ship stats==
Which [[race]] the ship belongs to.
The current ship stats can always been found [http://game.planetarion.com/manual.pl?page=stats here].
 
[[Category:Terminology]]
[[Category:Ships]]

Latest revision as of 12:16, 16 June 2010

Every ship has a set of attributes available, commonly referred to as ship stats, or just 'stats'.

Name

The name of the ship.

Class

The class of the ship

T1, T2, T3

The target class(es) of the ship. During multi targetting rounds, ships fire at 100% efficiency at T1, 60% efficiency at T2 and 30% at T3.

Type

The type of the ship. The type can be either Norm, Cloak, EMP, Steal, Pod or Struc.

Init

The initiative of the ship determines when the ship gets to fire.

Gun

The number of guns this ship has. For non-EMP ships, this column is ignored. For EMP ships, each gun can potentially freeze one hostile ship.

Arm

The armor of the ship decides how much damage it can handle before it is killed or stolen. EMP is not countered by armor but by E/R.

Dmg

This is how much damage this ship does. One damage can reduce the armor of a hostile ship by one. There is no overshooting. Once a ship has been destroyed, the damage carries over to the next.

E/R

How much EMP resistance this ship has. This represents a percentage of EMP guns that can be blocked. An EMP resistance of 80 is equivalent to 1 in 5 guns getting through.

M, C and E

How much metal, crystal and eonium it costs to produce one ship of this type.

A/C

Armor / cost * 10000

D/C

Damage / cost * 10000

Race

Which race the ship belongs to.

Current ship stats

The current ship stats can always been found here.