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22

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148

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Last Updated: Year 22 Day 141
Space Combat
Note
Space combat is currently in the early Alpha stages as we determine what type of system best fits with the Combine's development philosophy.

Space 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 squadron in a fire delay can still be attacked by others.

Currently space combat will only work with fighter class ships, and gunship class ships. Space combat can only be initiated by a player squadron against a Hostile NPC controlled squadron. Hostile Bandits can be found in Asteroid Fields.

Hostile Bandits will attack player controlled ships only, but will ignore escape pods and anything larger than a fighter class ship. Hostile bandits will only attack players that have attacked a bandit within the past 48 hours, players who do not attack will be relentlessly taunted by the bandit squads.

Space combat involves the players ship, plus any allied squadded ships, and occurs against enemy ships with their party members (known as a squadron).

Ships involved in space combat fire all their weapons that are in range.

Space combat rounds and damage works similar to ground combat:
  1. Roll to hit:
    • Base Hit Chance (Maneuver vs Tracking)
    • Range Modifier
    • Length Modifier
    • Maneuver Comparison Modifier
  2. Roll for base damage
    • Apply armor reduction
    • Apply damage type modifier
    • Apply ship class modifier
  3. Subtract result from target shields/hull/ionic as appropriate

Mounted Weapons tracking stat (1-10) defines how effective a weapon is at tracking maneuverable enemies. The player Fighter/Capital Combat skill improves weapon tracking.

Equations
Actual Tracking = Base Weapon Tracking + (combat skill / 2)

Ships maneuverability (1-10) stat defines how effective a ship is at avoiding hits. The player Fighter Piloting (or Capital Piloting) skill improves or detracts from the ships maneuverability stat:

Equations
Required piloting skill = max(0, (ship maneuverability) - 5)
Actual Maneuverability = (ship maneuverability) + ((skill - required piloting skill) / 2)

This means that a highly maneuverable ship with a poor pilot could be worse in combat than a low maneuverable ship with a good pilot.

Table showing defender maneuverability after skill modification (left) vs attacker tracking hit chance (top):

Hit Chance 0 1 2 3 4 5 6 7 8 9
10 1% 1% 2% 3% 4% 7% 10% 15% 20% 25%
9 2% 2% 3% 4% 7% 10% 15% 20% 25% 30%
8 3% 3% 4% 7% 10% 15% 20% 25% 30% 35%
7 4% 4% 7% 10% 15% 20% 25% 30% 35% 40%
6 7% 7% 10% 15% 20% 25% 30% 35% 40% 45%
5 10% 10% 15% 20% 25% 30% 35% 40% 45% 50%
4 15% 15% 20% 25% 30% 35% 40% 45% 50% 55%
3 20% 20% 25% 30% 35% 40% 45% 50% 55% 60%
2 25% 25% 30% 35% 40% 45% 50% 55% 60% 65%
1 30% 30% 35% 40% 45% 50% 55% 60% 65% 70%

The attacker combat skill check, and piloting skill check can make the resulting value non-round. In this case, the value is derived by linear interpolation with the two closest known values.

This maneuverability threshold is then modified by a range penalty hitchance. The exact same one as ground combat.

Equations
deltaRange = abs(optimumRange - currentRange)
hitChance = max(0, (1 - (0.95 / (1 + e^(-2 * (deltaRange - weapon_drop_off))))) - (0.003 * deltaRange))

A smaller ship attacking a larger ship is given a hit chance boost, while a larger ship attacking a smaller ship is given a hit chance penalty. The ratio of lengths is used to calculate this hit chance:

When Attacker smaller than defender:
Length Ratio (D / A) Hit Chance Bonus
> 100 150%
> 75 130%
> 50 125%
> 25 120%
> 10 115%
> 5 110%
> 2 105%
When Attacker larger than defender:
Length Ratio (A / D) Hit Chance Penalty
> 100 65%
> 75 70%
> 50 75%
> 25 80%
> 10 85%
> 5 90%
> 2 95%

A maneuver comparison modifier is applied using the following equation. This increases hit chance for attackers with better maneuverability, and reduces hit chance for defenders with better maneuverability:

Equations
deltaManeuver = attackerManeuver - defenderManeuver
maneuverComparisonModifier = 1 + (deltaManeuver / max(attackerManeuver, defenderManeuver))

Next, the damage is scaled by the weapon's firepower and the target's armor:

Equations

where
  • D: Resulting damage
  • f: Attacking weapon's firepower stat
  • p: Target's total armor stat

Weapons scale between classes of ship. Fighter energy weapons do more damage to other fighters, but do less damage to larger ships. Fighter explosive weaponry such as proton torpedoes do good damage to larger ships but less damage to other fighters.

Corvette weapons do more damage to fighters, but do less damage to larger ships.

Energy (H) Fighters (D) Gunboats (D) Corvettes (D)
Fighters (A) x2 x2 x0.4
Gunboats (A) x2 x2 x0.4
Corvettes (A) x4 x4 x2
Explosive (H) Fighters (D) Gunboats (D) Corvettes (D)
Fighters (A) x0.3 x0.5 x1
Gunboats (A) x0.5 x0.5 x0.7
Corvettes (A) x2 x3 x2
Ionic (H) Fighters (D) Gunboats (D) Corvettes (D)
Fighters (A) x0.4 x0.4 x1.0
Gunboats (A) x0.4 x0.4 x1.0
Corvettes (A) x1.0 x1.0 x1.0
Concussive (H) Fighters (D) Gunboats (D) Corvettes (D)
Fighters (A) x0.5 x0.3 x0.05
Gunboats (A) x0.9 x0.5 x0.1
Corvettes (A) x4 x3 x0.3
Turbolaser (H) Fighters (D) Gunboats (D) Corvettes (D)
Fighters (A) x1.0 x1.0 x1.0
Gunboats (A) x0.2 x1 x1
Corvettes (A) x2 x3 x3

Damage is first reduced by shields. Energy and Physical weapons damage is applied against hull, while Ionic weapon damage is applied against ionic capacitance.

If hull reaches 0, the ship will be wrecked. Any characters aboard will be evacuated into an escape pod (regardless of if the ship is equipped with escape pods).

If ionic capacitance reaches 0, the ship will be disabled for 24 hours.

Pilots engaging in space combat will earn a maximum of 40 XP per round. The XP earned is based on the percentage of shots that hit a target. Your ship must have a weapon and use it in order to earn any XP. You do not earn XP for counter attacks.

Combat tactics determine how entities target their opponents with the hits from their weapons. Combat tactics for the Player's ship and their Party can be changed from the Squadron screen.

Spread Fire is the default option for all combatants. Under this method, each individual hit from a combatant's weapon will target a separate member of the opposing party, chosen at random. A hit from a weapon will avoid a dead/invalid target until such a time as no other targets are available.

Focus Fire will have all the hits from a combatant's weapon target the same enemy for an entire combat round. Under this option, even if an opponent dies or becomes an invalid target during the combat round, the combatant's hits will still target that opponent.

Currently, PvE Space combat is enabled in Asteroid Fields found in Deep Space Squares. You cannot die from space combat, if your ship is destroyed it will be turned into a wreck and you will be forced into an escape pod (even if your ship is not equipped with escape pods).

Bandits will only attack you if you have attacked a bandit within the past 48 hours.

Bandits will ignore non-combat ships, escape pods.

It is strongly recommended to engage in space combat in full squads.

In a select few systems the flag has been set for PvP space combat. It still follows all of the above rules. You cannot die from this or be captured. Those who find loopholes to do this will be punished.

Fighters, Gunboats and Corvettes of all kinds may be used in a Space Arena system. Satellites and Cargo Containers may also be fired upon. There is no opt-out or opt-in for this feature. All ships in the system (of proper class) can be shot at any time by anyone.

Note

Escape Pods cannot be attacked.

Factions looking to compete against rivals can request custom setups as well that lock out others for the duration of an event. Speak to the administration to set this up.

The first Public Space Arena can be found in the Morobe Sector.