Moding Star Bases Help Needed with Combat odds and Balancing

Hello All

I'm dissatisfied with the way the AI squanders away its Star Base Assets. In that they rarely build them up to strength that is required. Even after many turns in which the AI has the opprptunity to bolster key starbases is simple does not.

So Ive decided to mode the various Battle Sation I II II IV upgrades to be solid a lethal right out of the crate.

Thus even a few upgrades by the AI will be effective.

SO as you can imagine play balance comes into effect here.

I am wondering how space combat is calculated in a general way.

What would happen if I give a start base and offensive beam value of 100 and say a defensive point defense of say 100. Now how are hits taken in this game? Could a stack of ships with well over 100 missile offense overwhelm the 100 point def using their total offensive power? Or if each ship is under 100 in missile off power will the 100 point defense stop any hits from getting through at all?

Im unclear on how this works exactly? SO I guess my question involes how combat is calculated.

Thanks

Yukon
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Reply #1 Top
There was a post on this, I'm failing right now with ways of the search feature tho.

Off hand, and I could be wrong, but I think it works like this.


All attack and defence checks are dice rolls, with the roll being between:

1-(Attack power of weapon fired)

So a weapon, say a laser, with a an attack level of 15 means the roll will be between 1 and 15.

For defense, if a matching defense is present then the roll for defense is

1-(Defense Power)

If there isn't a matching defense vs the weapon type (ie there is Armor, but no shields when attacked by a laser weapon) the roll is

1-(Sqrt(Defense Power))

The idea being any defense will help lower damage, but having the matched defense against a weapon type is VASTLY more effective.

Note that defense power in a round of combat gets eaten away at, so if your 45 shields eats up 25 laser damage, you only have 20 shields for the rest of that round. One round being all ships firing all weapons. After the round defense resets back to 45
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I think anyway, that is how it works. Someone correct me if I'm wrong tho.

So my take? I'd suggest creating powerful single weapon type mods that combine with the same support mod. I think that is possible. So have a module that when built gives a starbase +50 Lasers AND +25 Support Lasers(the one that gives +attack to any ships attacked in it's radius)