ah i think you might have missed something (if is still exists in PA, though I doubt it) is dynamic targetting.
[edit: this taken me about two hours to put together and could still take 10 times as long to finish]
Quote:
If you have 1000 harpies and 1000 pulsars you can target and you sent say 200 tzens, these would deal a total off 5800 damage
points to FI. Ships are target by amount present. This means 50% of the damage is dealt to the harpies and 50% of the damage is
dealt to the pulsars. The difference kicks in with the target ship its armour. The harpy has 15 armour and the Pulsar has only 3
armour. In effect this means you steal ~193 Harpies and ~966 Pulsars.
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Now the way it used to work was recalcing the damage percentage after an individual ship is captured/died. That way when you
captured your first FI, you had more chance of capturing other fighters (because there are more to shoot at).
Example (from the quote)
If you have 1000 harpies and 1000 pulsars you can target and you sent say 200 tzens, these deal a total of 5800 damage points to FI
This is distributed 50% to the harpies and 50% to the pulsars, you would steal a pulsar before stealing a harpy, now is the
interesting part. The damage distributed is now recalculated, but here is a quick run down of combat
Harpys = 1000
Pulsars = 999 (note: 1's been captured in previous combat)
=== Step 1 - Total quantity of all ships of targetted class ===
note: "Pseudo" is just a basic way to put complicated items into easy to read state.
===============================================================
Pseudo -> "Ship 1 Quantity" + "Ship 2 Quantity" + "Ship 3 Quantity" + etc.... = Total_Units_Targetted
Formula -> 1000 + 999 = 1999
=== Step 2 - Calculate Distributed Damage Precentage ===
Now cycle through each ship of the targetted class , and calc the distributed percentage.
========================================================
Harpys
------
Psuedo -> (Targetted Quantity/Total Units Targetted) = Percentage of ship type in fleet
Formula -> (1000/1999) = 0.50025 (50.03% rounded to 2dp)
Harpy_Targetted_Chance
(in real value) = 0.50025
(in rercentage) = 50.03%
Pulsars
-------
Psuedo -> (Targetted Quantity/Total Units Targetted) = Percentage of ship type in fleet
Formula -> (999/1999) = 0.49974 (49.97% rounded to 2dp)
Pulsar_Targetted_Chance
(in real value) = 0.49974
(in rercentage) = 49.97%
=== Step 3 - Create hitchance matrix ===
This section calcs the chance of hitting
========================================
shipmatrix['harpy'] = Harpy_Targetted_chance*100
shipmatrix['pulsar'] = shipmatrix['harpy'] + (Pulsar_Targetted_Chance*100)
Right this will create a list of all targets chances up to 100
=== Step 3 - Cycle shots ===
this main loop for each shot and tries to target the ships using the ships hitchance
============================
Code:
while (attacker_shots is above 0)and(Total_Units_Targetted above 0)
{
shot_hitchance = random(10000)/100 (this will produce a 2dp random number i.e 59.43 its more accurate this way)
defender_ship = findship in defender where ship_hitchance is shot_hitchance
attacker_shots - 1
if ship_hit (agility vs weaponspeed calc)
{
remove attacker_damage from defender_ship_armour
if ship_armour below 1
{
defender_ship - 1
recalc distribution (step 1 & 2) then begin loop
}
}
}
===============
=== Summary ===
===============
right a summary
So when a shot tries to target, it generates a number between 0 and 100. This then compares to the ship matrix, and finds which unit is in target.
i.e. generated number is 59.43
the harpy has a chance of getting hit of 0 - 50.03
the pulsar has a chance of getting hit of 50.04 - 100 (50.03+49.97)
so the pulsar is fired at (but still has to do the agility vs weapon_speed calc)
but the harpy is more likely to get hit
now this way has 2 problems, 1) its very slow, 2) its very complicated. but this has the benefit of being a good real world
representation of combat.
btw this is not in anyway complete, but should give you an idea, and before you say it does give different results at the end.