3: 50: 39
Ground combat currently involves players, NPCs, creatures, droids, and facilities. Eventually it will be possible to attack other entities on the ground (ships and vehicles) as well.
Ground combat features two parties attacking each other simultaneously according to a simple set of rules. An attacker can engage in one attack every 30 minutes (known as a "fire delay"), while a defender can be attacked and return fire automatically for each round of attacks received. A party in a fire delay can still be attacked by others.
A party or squad consists of a leader and up to 12 slots' worth of additional NPCs, creatures, or droids. When any unit within a party is targeted, the whole party engages in battle.
During battle, targets are assigned randomly from each party and it is impossible to specifically focus fire on one unit within a party. Furthermore, in the case of parties led by a non-player entity such as NPCs, the leader of a party can only be attacked after the other party members have been defeated. In a player led party, the player leading the party can sustain damage at the same time as his party.
Parties can be led by by a character or by an NPC (usually called a squad in this case). NPC squads can be set to patrol or protect an area and will automatically engage hostile units that enter their vision, although automatically engaging hostiles is currently only enabled in combat beta on Derra. Throughout the rest of the galaxy, they will currently only walk for XP.
Facilities can also be targeted on Derra, but they will not form a party unless they are still under construction or being repaired. In this case, the assigned NPCs working on construction or repair will fight alongside the facility as part of its party.
Equipment carried by player characters and NPCs affects combat results. Both may equip armor to the head and chest slots to provide damage mitigation and must equip at least one weapon to the primary slot in order to deal damage. A secondary weapon may also be equipped, or two weapons of the same type may be used simultaneously if they can be dual wielded. If two different weapons are equipped, the weapon that is within range of the target will be used. If both weapons are within range of the target, the weapon equipped to the primary slot will be used.
Additional items such as medikits or bacta patches are not used during combat. Medical items, jetpacks, etc. are all used separately. Currently, shield items (riot shield, energy shield) are not implemented and have no effect in combat.
Combat damage is resolved in a simple process:
When required, the attacker's "combined attack skill" is determined by the sum of his dexterity and an appropriate weapon skill divided by two, giving the weapon skill half the hit value of dexterity. The weapon skill is chosen based on the type of weapon being used and is one of projectile weapons, non-projectile weapons, heavy weapons, or lightsaber combat.
To hit, the attacker compares his roll (1-100) against a dodge threshold selected based on both his and the defender's skills. If there are any hit modifiers (bonus accuracy, bonus dodge, etc.) they are applied to this threshold first to adjust the chance of a hit. The threshold is selected from the following table based on the attacker's combined attack skill and the defender's dodge skill. The hit roll must be less than the threshold specified in the following table:
The base damage dealt by a weapon is determined by its min and max damage and the attacker's weapon skill (see above for a list of weapon skills). The weapon modifier is 1 + skill/10. A random number between the min and max damage listed for the weapon is rolled and scaled by the modifier, and the result is clamped to the weapon's max listed damage.
Alternatively, one has a small chance of scoring a critical hit (skill - 1 %). which always deals 1.5 times the max weapon damage.
Next, the damage is scaled by the weapon's firepower and the target's armor:
For characters and NPCs, the total armor stat is found by summing the armor stat for all equipped items. For droids, creatures, and facilities, the armor stat is an intrinsic value listed for each entity on the appropriate rules page, called "damage reduction," to avoid the connotations of "armor" for facilities (such as additional hull, etc.).
Finally, the damage is scaled appropriate to the weapon's damage type and the target type. This also includes a conversion step, where the raw damage is assigned to the appropriate type (HP or ionic). There are currently three target types: soft, droid, and facility. "Soft" targets include player characters, NPCs, and creatures, and the other two are self-explanatory. There are also eight damage types, and the scaling by target and damage type is summarized in the following table. The first column indicates HP/hull damage and the second indicates ionic damage.
|Damage Type||Target Type|
After scaling and conversion according to that table, the amount is subtracted from the target's stats. First, shields are reduced if present, and then hull/HP or ionic.
Each combatant earns a maximum of 40 XP per round. The XP earned is based on the percentage of shots that hit a target. You must have a weapon and use it in order to earn any XP. If the resulting XP is not an integer, the floor of that number is used.
Entities with HP (players, NPCs, and creatures) regenerate 10% HP/day. Entities with shields regenerate shields at a rate of 10% every 2 hours, and entities with ionic capacitance regenerate 10% per day as well.
Players cannot be killed during combat. Instead, when reduced to 0 HP they are knocked unconscious and are unable to perform actions until revived. However, NPCs and droids will be killed/destroyed when they reach 0 HP or hull. A facility is permanently converted into a wreck when it reaches 0 hull.
When an entity with ionic capacitance reaches 0 ionic capacitance, it is disabled for 24 hours. Disabled entities cannot attack in combat, but they can still be attacked and subsequently destroyed.
There are also several special interactions available for disabled entities:
Disabled droids may be captured at most once per 24 hours. You may not steal your own droids or your faction's owned droids. You cannot steal a droid while in a fire delay, and stealing a droid will initiate a new fire delay. You must have a restraining bolt either equipped to a slot or inside a container equipped to one of your item slots. Restraining bolts are consumed when a droid is captured.
Current, PvP combat is in beta in the Derra and Serroco systems. At the conclusion of the beta period it will be enabled globally. It is not possible to attack players or facilities in other locations. During beta, players cannot fall below 1 HP and may not attack with 1 HP.
Up to two squads of NPC bandits can spawn randomly on terrain squares on any planet that do not contain a city or a living player character. On Derra, they will automatically attack the player if in range when a player character enters the city (such as by cross terrain travel on foot or by exiting another entity in the city), but this is not currently implemented throughout the rest of the galaxy. Bandits will sometimes drop loot after being killed.
Some bandit squads may contain droids. These droids may be disabled and captured as usual.
Up to three herds of creatures can also spawn randomly on any planet, according to terrain restrictions, in locations without cities. On Derra and Serroco, those with the ability to deal damage will automatically attack the player as bandits would. Creatures have a chance of dropping an egg when defeated, based on size. The smallest creatures have the highest chance of dropping an egg. These eggs can be hatched at any incubator to obtain a player-owned creature of the same type.