Mica Goldstone | |||||
Currently accuracy is a function of efficiency. We do not like this as it means that platforms with low efficiency will fire everything and may miss with everything. We will change this so that efficiency determines the percentage of weapons fired at full accuracy instead. Therefore 50% efficiency means 50% of the weapons will be operational but will at least fire at full accuracy. This change will come in ASAP. | |||||
Jons | |||||
Well that does make more sense to me, although I'm sure everybody who replies to this thread later will disagree with me ![]() I assume that if you need 1000 crew factors and only have 500, not only will you only fire half the weapons but that only half the sensors will be used to detect it and only half the target computers to help it hit? Cheers Jons - SMS | |||||
Frabby | |||||
Jons has a very good point. The current formula assumes that if only 50% of the required man-hours are available, all items will function at 50% efficiency. I agree with Mica that this does not make sense all of the time. However, any change would have to assign man-hours to individual items. Fewer people can not only operate fewer weapons, they will also have fewer sensors and targeting computers available. The difference is that losing 50% battle computers and sensors will cut targeting accuracy by, say, 10%, but not by 50%. | |||||
Goth | |||||
On issues of Accuracy and effectiveness, I have a question about missles and torpedos. I know that there must be a thread on this somewhere but I haven't found it. My understanding is that torpedos will automatically miss a target ship if that target has a faster combat speed than the shooter....Is this true? Second: I've heard different stories on missles. First: Missle firing ships will have a much worse chance of hitting a target ship if the target is faster than the shooter. Second: The missle firing ship does not take it's own combat speed into consideration. It only takes the normal firing modifiers (targetting bonus from computers, weapons etc minus the dodge of the target ship) Which if either are correct? Goth ![]() | |||||
Romanov | |||||
Torpedoes have a -12 per g target penalty if the target is faster than the torpedo ship. So Torpedo ship 4g, target 5g then -12 target penalty. If your targetting bonus was >14 then you would probably still hit with some of the torps (Note >14 targeting bonus is very unlikely but it could happen with a super officer, lots of targetting comps and a very large target). Missiles like any other weapon are affected by the dodge bonus of the target ship. So the first statement is partly correct. However it is dodge that is important not combat speed. Dodge is calculated from combat speed but dodge also includes oficer experience and special items such as Inertia Dampners. Space fighters are the only weapon system that does not take the combat speed of the firing ship as part of the equation. | |||||
Goth | |||||
Just so I am clear on the firing of missles (or any weapons other than space fighters and torpedos): When I shoot at a given target, I have a better chance to hit it if my ship is fast? Lets say that a target ship has a dodge rating of 6 (in the ship editor) If I have 2 ships firing at that ship and everything about the shooters is the same except that one of the shooters has a dodge of 1 and the other has a dodge of 5 and they are firing missles, you are saying that the ship with the dodge of 5 has a better chance of hitting the target? (this would be counter intuitive to the dodge penalty that ships with high dodge ratings get when shooting at their targets). I would think that a stationary shooter would have an easier time locking on to an enemy ship than one that has to calculate it's own movement into the firing solution.... Goth | |||||
Gandolph | |||||
when firing missiles it makes no difference what your own dodge is, only that of the enemy position the only thing that is effected in a big way is torpedos where you need to be within 1 combat speed of the enemy position to be able to hit it, any more and you get the big negative. IE your own base accuracy, + the accuracy of the weapon + the silouette of the enemy position, minus the dodge of the enemy positoion gives you the targetting total | |||||
Steve-Law | |||||
Don't forget to take any specific targetting into account (at various minuses). | |||||
finalstryke | |||||
Is there a case to say that the more missiles being fired, the harder it is to dodge any singe missile? To take an analogy of a 'space invader' type game, when any one missile needs to be dodged it can be achieved quite easily, but when many are fired at you it means that you can accidently his one, while trying to avoid one of the others? So the more missiles fired simultaneosly, the lower the practicality of a dodge score becomes against any single missile? | |||||
Mica Goldstone | |||||
This is just a matter of percentages and is already taken into account by have a % chance of hitting with each missile. Send a lot and some will hit. | |||||
Steve-Law | |||||
That's a good point. Maybe it would be better - or an option? - to assign 100% efficiency to targetting/sensors etc (do speed and dodge etc count in here as well (do they need crew factors)?) and then apply whatever crew factors are left to the weapons (firing as many weapons as possible at 100% with the crew factors left). A rough example (numbers not looked up just made up for purposes of illustration). 200 crew factors available. Targetting, sensors, engines whatever "vital" equipment take 100 crew factors. That leaves 100 crew factors to fire weapons. 100% of all weapons would need 200 crew factors in total, so you fire 50% of weapons at 100%. (that's 50% of each weapons type) | |||||
ptb | |||||
I would have thought they only need the crew factors as applied to engines/thrusters.
Makes sense to me, assuming priorities are to give your few manned weapons the best chance to hit, of course you might decide to do it the other way around but then you have issues with the ship dodging slower as well as weapons having lower accuracy. | |||||
Steve-Law | |||||
Quite, so the way I would see it working is you set a priority list between: Targetting Movement Weapons (possibly involving subcategories, but better to keep it simple( r ) as possible, possibly separate weapons and point defence though?) Higher priority takes crew factors first with left over factors passed down the list. Yes it's a bit more complication, but if we decide on the "best" default, it's an optional setting that gives more tactical control to those who want it, while still giving better "realism" to those that don't. |