Donovan's VGA Planets Super Site™ |
Combat Where eleven races are trying to gain dominance in the Echo Cluster, some are bound to run in to eachother. When that happens, players usually either form an alliance or start a good old fight. In VGA Planets, (not counting groundcombat), there are two major battle phases. First, all ship vs. ship battles are resolved, and then ships can fight planets. Combat mechanics
The damage done to an enemy target is measured in two different ways, killing power and destructive power. Killing power is a measure of how deadly the weapon is to the crew of an enemy ship. If a ship's crew is killed in battle with another ship, it is captured. The destructive power is a measure of how much damage can be done to the superstructure, engines and weapon systems of an enemy ship. To list a full in-depth description of the battle mechanics and mathematics in VGA Planets here would be beyond the scope of these documents, Moreso, it would be re-inventing the wheel: for a highly detailed and in-depth explanation of everything concerning battle, read Sirius' Master at Arms article. Below are the basic rules. Combat rules:
Ships damaged from previous battles Last but not least, damaged ships will probably not use all their weapons. Whether or not they do use their full amount of weapons depends on the amount of weapons the ship has to begin with and the amount of damage the ship has. Typically, ships will use a maximum of 10 - ( TRUNC (damage/10) ) weapons. Ships owned by the Lizards use a maximum of 15 - (TRUNC (damage/10) ), ofcourse still limited to 10 beams, torpedotubes or fighterbays. If the amount of weapons used by this formula is greater than or equal to the ship's number of weapons, the ship will use it's full set of weapons. A Fascist Victorious (ten beams, six tubes) for example with 20% damage will only use 8 beams but will still use all six of it's tubes. Ships owned by the Federation, when the Federation Crew Bonus is enabled, always fight with full weaponry regardless of their damage. Federation crew bonus Beams and torpedoes
The Privateers, pirates at heart, have found a way to tweak their beamweapons so that the kill-rate is tripled when they fire their beamweapons at enemy ships. This makes the Privateers very well-equipped to capture enemy ships. The Engine Shield Bonus Ship to ship combat Cloaked ships are not involved in battles, unless the cloaked ship is at the same location as a ship belonging to it's primary enemy and "cloaked ships attack" is allowed in the host configuration. A ship may disable its torpedo systems or not launch it's fighters by using the friendly code "NTP" Ships fight according to the Friendly Code Battle-order, only preceded by what is referred to as "cloaked intercept". The Kill mission or primary enemy are needed to initiate the fight, but do not cause ships to fight before other ships. Thus, there are two "phases" in ship to ship combat, 'cloaked intercept' and the normal combat phase in which ships fight according to their friendly code battle order. "Cloaked Intercept" Before resolving "normal" combat, Host checks to see if there are ships equipped with a cloaking device set to intercept an enemy ship. If this is the case and the intercept is successful, Host checks if those ships will fight. This is not necessarily caused by the intercepting ship having it's primary enemy set to the ship it intercepts. If a ship with a cloaking device successfully intercepts an enemy ship but does not have it's primary enemy set, the Host program will check if the intercepted ship starts a fight with the interceptor (has interceptor as primary enemy or has a kill mission). If so, the two ships will fight in the "cloaked intercept" phase. The highest ID ship with a cloaking device on an intercept mission attacks before lower ID ships with a cloaking device on intercept missions. Anytime a ship on an intercept mission goes into combat it loses it's intercept lock. Ships that initiate a battle through cloaked intercept always fight from the righthand side of the VCR. Friendly Code Battle Order Friendly codes with one or more non-digits (letters, spaces and odd characters) in them are considered to be at least 1000 (i.e. higher than any code consisting of three numbers). The Winplan helpfile is wrong at this point. If a ship has a non-numerical friendly code, having NO Kill mission adds 10 points to it's attack value, having NO primary enemy set adds five points. For ships with a numerical friendly codes, having no KILL mission or having no primary enemy is of no influence on their battlevalue. Some examples:
If two ships have the same battle value (both 1005, for example) the ship with the lowest ID will have the lower battlevalue of the two and will thus fight first. If two ships have the same friendly code they WILL NOT FIGHT EACHOTHER. So if for example two enemy ships both have a friendly code of "die" they will not fight eachother. They will fight other enemy ships that do not have the same friendly code however. There are three exceptions to this rule: "NTP", "mkt" and "lfm". If two ships have the same one of these codes, they will still fight eachother. Initiator and Agressor (more info on the details page) Left / right side of the VCR There is a difference between fighting from the left-hand side of the VCR and the right-hand side, when carriers are involved. Put simply, fighters launched by carriers from the lefthand side have a better chance in fighter vs fighter dogfights in mid air, and thus carriers from the left side have a better chance against carriers from the right side. To compensate for this, the ship on the right-hand side has a chance to get a bonus mass, making it less vulnerable to fighterhits. This chance of a bonus mass also exists for torpedo-ships fighting from the righthand side, if they fight against a carrier. The following summary is a blunt generalisation. It assumes the carriers involved are large ones with sufficient fighterbays (so no Geminis, Q-tankers etc), where in general beams never get to hit the enemy ship; fighters do the work for the carrier, torps for the torper, one of them dies before ships start firing beams against eachother (or upon the first beams being fired). If combat involves carriers where eventually beams are fired against ships, the mass of each ship becomes more important and thus getting the bonus mass from the righthand side becomes more important.
* See details page for this In all cases, the weight of each ship is including the engine shield bonus. As said, this is a generalisation and it is advised to test battles before you head into them. More info on this subject can be found on the details page. Borg gather enemy debris Only the Borg ship that has killed another ship gathers debris, and then only of the ship(s) it has killed itself. If in a pack of five cubes, the first cubes kills three enemy ships, only that first cube gathers debris. If it's cargoholds and/or fueltank are full, no more debris is gathered even though there are other Borg ships present with room left in their cargoholds and/or fueltanks Recalculate ship mass Exploding ships
Ships fight enemy planets and bases If the option "cloaked ships attack" is set to YES, cloaked ships can have the owner of a planet they are orbiting as their primary enemy without attacking the planet. This enables them to attack enemy ships at that position and then cloak again. If they successfully cloak they will not fight the planet. If the cloak fails for whatever reason, they will fight the planet. Planets and bases can initiate a fight with orbiting ships themselves by
having a friendly code of "ATT" or "NUK". If there are multiple ships in orbit, ships are fought in the friendly code battle order of those ships. If a planet fights ships using the NUK friendly code, ships with fuel are fought first the normal battle order. Then, fuelless ships are fought in a modified battle-order. For this modified battle order, the influence of the friendly code is eliminated. A fuelless ship with a friendly code of 418 will have the same battle-value as a fuelless ship with a friendly code of 'jql' - ships are fought in order of their ID number. Fuelless ships with primary enemy set are all (in order of ID) fought before any fuelles ships without primary enemy set. A planet can only attack ships using the NUK friendly code as long as it has defenseposts. When a planet is conquered during combat, it will lose all it's defenseposts and it's ownership will be transferred to the race of ship that conquered it. It's friendly code will be changed to a random code. Several ships can not be attacked by planets at all, unless they choose to fight themselves (through a Kill mission or having the planet's owner set as primary enemy). These ships are often referred to as "ATT and NUK - immune" The following ships are immune to ATT and NUK:
Races that are allied through the "ffX" ship friendly codes will not attack eachother, so a "NUK" or "ATT" code will not make a planet/base attack allied ships and a ship set to KILL or even with his ally set as primary enemy will not attack it's ally's planets. It is impossible for planets to capture ships in combat. If a ship runs out of crew during combat, it will continue to fight the planet until the battle times out. After that, the ship will explode (though this is not actually visible in the VCR). The owner of the planet will not own the ship the next turn. The same mechanic is used if a ship with no crew actually wins the fight with the planet - the planet will be conquered, but the ship will be gone. A Lizard ship that ends a battle with a planet with more than 100% damage, regardless of the outcome of that battle, will get ripped apart by the planet's tidal waves.
If a planet is taken over in combat, 25% of the native population dies. The happiness of the native population also drops 20 points per takeover. If during ship to planet combat the ship does not win the battle (the planet does not change ownership) the colonist population's happiness drops 10 point per battle. Strength of planets Only planets with a very large colonist population can hold enough defenseposts to build up defenses that will beat medium battleships, but most medium ships and certainly any heavy battleship can defeat a planet that does not have a starbase in orbit. Planets defend themselves with beamweapons and fighters only, never with torpedoes. Also, planets never capture enemy ships. Even if the ship has lost all it's crew, the planet will keep fighting it and the ship will keep fighting back. The number of planetary defenseposts relates to the number of beams the planet has, the type of beams, the number of fighterbays and the number of fighters. Starbase defenseposts, fighters and beamtechlevel further influence the amount and type of weapons planets defend themselves with. (formulas on the details page) Planets and damage from (previous) battles First of all the number of defenseposts the planet will have left is reduced by the same percentage as it has sustained damage in the first battle. Taking 30% damage makes the planet lose 30% of it's defence outposts - if a planet had 60 defenseposts when it entered the first battle and took 30% damage in that battle, it lost 18 defenseposts. If a planet has a starbase, the number of fighters stored at the starbase and the number of fighters generated by the defenseposts are combined and used to defend the planet. When enemy ships shoot down fighters, the starbase fighters are killed off first. A nasty side-effect to having fighters shot down is that the amount of defenseposts is reduced by the number of planetarry fighters that were shot down - i.e. if all starbase fighters are shot down and then some planetary fighters are also shot down, this reduces the amount of defenseposts on the planet. When 5 planetary fighters are shot down, the planet will have 5 less defenseposts when engaging in the next battle. This ofcourse influences the number and type of beams, the number of fighters and fighterbays and the planetary battlemass. If a starbase gets damaged in combat, it's techlevels will be reduced by the percentage of damage the base (and the planet) has suffered. A planet/base that gets 70% damage for example, will have all it's techlevels reduced by 70% (from 10 to 3 for example, or from 7 to 2). Note that this only applies to newly inflicted damage: if a base that was already 30% damaged suffers another 20% damage, it's techlevels will be downgraded 20% (and not 50%). With these diminished techlevels, previous build-orders will be maintained (if the base was set to build an all tech 10 ship, it still will) but it is impossible to buy new parts unless the techlevels are upgraded again. Damage inflicted to a starbase is added up over the course of time. This amount, visible in the starbase command window, may not exceed 100% (same for Lizards as any other race). Even though a base/planet will always engage combat with 0% damage, if the total amount of damage adds up to or exceeds 100%, the base is destroyed. This can happen independently of the planet's survival. If a base that is already 90% damaged successfully defends against an enemy ship but is damaged another 10% in this combat, the base vanishes even though the planet is not conquered. |
Copyright © 1998-2017 DonovansVGAP.com unless otherwise specified. All Rights Reserved. |