Combat: Difference between revisions

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'''Combat''' is what happens when two or more opposing [[fleet]]s meet at a [[planet]]. Each combat lasts one [[tick]]. The fleets will fight each other, most probably for possession of the planet's [[roid]]s. Hostile fleets may attempt to steal asteroids or destroy [[Structures]] with [[Structure Killers]]. Defending fleets will attempt to stop this from happening.  
'''Combat''' is what happens when two or more opposing [[fleet]]s meet at a [[planet]]. Combat lasts for one [[tick]]. The fleets will usually fight for possession of the planet's [[roid]]s. Hostile fleets may attempt to steal asteroids or destroy [[Structures]] with [[Structure Killers]], while defending fleets will attempt to stop this from happening. Aditionally, ships may be stolen from either side.


Combat works based upon the [[ship stats]]. [[Initiative]] determines the order in which the ships fire. All ships with the same initiative fire at the same time, then ships with one higher and so on. For example, ships with initiate 1 will all fire at the same time, followed by all the ships with initiative 2. Targetting is based upon [[ship class]]. The number of ships destroyed is based on the 'damage' stat of the firing ship vs the 'armour' stat of the ship under fire, and on the number of ships involved in the combat. Ships may do different forms of [[Ship Type|damage]]. Ship stats usually change from [[round]] to round (they may also change for [[speedgame]]s).  
==Mechanism==
Combat works based upon the [[ship stats]]. [[Initiative]] determines the order in which the different ships fire in battle. Ships with the lowest initiative fire first, then sequentially higher initiatives fire. Ships with equal initiative fire at the same time.  


NOTE: In pre-[[PAX]] rounds, there were other stats such as firepower, weapon speed and agility. These were removed to simplify the combat engine. Also, attacking fleets could attack for one, two or three consecutive ticks, rather than just one tick at a time.
Targetting is based upon [[ship class]]. Each ship has [[single targetting|one]] or [[multi targetting|more targets]] and does not fire upon any other ship classes.  


At their initiative, any surviving and unfrozen [[Pods]] will attempt to steal [[roid]]s. At their initiative, Structure Killers will bomb structures. Pods must do 50 damage to capture a roid, limited to 25% of the planet's total in each tick; for example a planet which has 100 [[Metal]], 200 [[Crystal]] and 100 [[Eonium]] asteroids can lose a maximum of 25 metal, 50 crystal and 25 eonium asteroids (requiring 5000 damage). Since numbers in Planetarion are usually [[Rounding|rounded down]], one often gains just under 25%. If insufficent pods have been sent, or have survived the combat, the 'roidcap' will be lower. Captured roids are shared out among each attacker which sent pods, depending on the value of their fleet as compared to the total value of the attacking fleet.  An attacker who has not sent pods will decrease other attackers' shares, but will not gain any roids. These roids are lost forever. For example, if two people attacked one planet, and Attacker A sent 2/3 of the fleet [[value]], while Attacker B sent 1/3, then 2/3 of the roids will go to Attacker A, and 1/3 to B.
Ships may do different types of damage, ranging from [[Ship Type#EMP|EMP]] to [[Ship Type#Steal|stealing]] or [[Ship Type#Normal|killing]].


Following a battle, each defender will collect [[Salvage]], if there have been any ships killed in the battle.  
When ships fire, the damage output of each ship is multiplied by the number of firing ships and divided by the armour of the targetted ship to determine how many hostile ships are destroyed. Unlike in earlier rounds, guns always hit.


Special for Round 13 is that some [[Race#Zikonian|Zikonian]] ships fire after Astropods, but in return [[Ship Type|steal]] ships rather than killing them. Unlike many previous rounds, the Zik ships are '''not''' destroyed in this process.
At their initiative, any surviving and unfrozen [[Ship Type#Astropod|pods]] will attempt to steal [[Asteroid|roid]]s. Pods must do 50 damage to capture a roid, limited to 25% of the planet's total in each tick; for example a planet which has 100 [[Metal]], 200 [[Crystal]] and 100 [[Eonium]] asteroids can lose a maximum of 25 metal, 50 crystal and 25 eonium asteroids (requiring 5000 damage). Captured roids are shared between the attackers, depending on the value of their fleet as compared to the total value of the attacking fleet. If any attacker does not have enough pods available, some roids will not be captured.


==External Links==
Last, any surviving [[Ship Type#Structure killer|structure killers]] will bomb structures. Each structure has 500 armour and only 10% of structures can be destroyed each tick.
[http://game.planetarion.com/manual.php The Official Manual]
 
Following a battle, defenders will collect [[salvage]] if any ships have been killed in battle.
 
==History==
Before [[round 10]], combat could last for one, two or three consecutive ticks, while defending fleets could remain in orbit for up to 6 ticks. Ships also had a number of attributes that have since been removed, such s firepower, weapon speed and agility.


[[Category:Military Terminology]]
[[Category:Military Terminology]]

Latest revision as of 10:49, 16 June 2010

Combat is what happens when two or more opposing fleets meet at a planet. Combat lasts for one tick. The fleets will usually fight for possession of the planet's roids. Hostile fleets may attempt to steal asteroids or destroy Structures with Structure Killers, while defending fleets will attempt to stop this from happening. Aditionally, ships may be stolen from either side.

Mechanism

Combat works based upon the ship stats. Initiative determines the order in which the different ships fire in battle. Ships with the lowest initiative fire first, then sequentially higher initiatives fire. Ships with equal initiative fire at the same time.

Targetting is based upon ship class. Each ship has one or more targets and does not fire upon any other ship classes.

Ships may do different types of damage, ranging from EMP to stealing or killing.

When ships fire, the damage output of each ship is multiplied by the number of firing ships and divided by the armour of the targetted ship to determine how many hostile ships are destroyed. Unlike in earlier rounds, guns always hit.

At their initiative, any surviving and unfrozen pods will attempt to steal roids. Pods must do 50 damage to capture a roid, limited to 25% of the planet's total in each tick; for example a planet which has 100 Metal, 200 Crystal and 100 Eonium asteroids can lose a maximum of 25 metal, 50 crystal and 25 eonium asteroids (requiring 5000 damage). Captured roids are shared between the attackers, depending on the value of their fleet as compared to the total value of the attacking fleet. If any attacker does not have enough pods available, some roids will not be captured.

Last, any surviving structure killers will bomb structures. Each structure has 500 armour and only 10% of structures can be destroyed each tick.

Following a battle, defenders will collect salvage if any ships have been killed in battle.

History

Before round 10, combat could last for one, two or three consecutive ticks, while defending fleets could remain in orbit for up to 6 ticks. Ships also had a number of attributes that have since been removed, such s firepower, weapon speed and agility.