Author Topic: Shipyard damage mechanics  (Read 1971 times)

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Offline Thiosk (OP)

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Shipyard damage mechanics
« on: August 21, 2011, 06:26:52 AM »
I'm locked in a grueling struggle-- I don't have enough ordinance to break the NPR's back this year, but his ships are parked for the time being-- rather than letting him repair them again, i juked his fleet and dumped a few hundred points of damage into his shipyards.

No observable effect.  How does shipyard damage work?  Could I have knocked out slipways but not damaged the overall tonnage (which is set at 56,000)?

How does this work?
 

Offline Vynadan

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Re: Shipyard damage mechanics
« Reply #1 on: August 21, 2011, 09:36:49 AM »
Quote from: Steve Walmsley
With regard to damage, rather than get into slipways being reduced in size, with the complexity involved if it is trying to build a ship larger than the reduced size, I have stayed with a similar model to planetary bombardment where slipways are either destroyed or unharmed by a hit. However, given it will be a lot easier to hit shipyards now I have made it harder to destroy them.

Each time a shipyard is hit, there is a chance the hit will destroy a slipway. The percentage chance of destroying a slipway is equal to:
(Damage / Capacity ) * 10000

In other words, if a shipyard with slipways of 5000 ton capacity is hit by a missile with a ten point warhead then the chance of one slipway being destroyed is: (10 / 5000) x 10000  = 20%

If the last slipway of a shipyard is destroyed, then the shipyard itself is also destroyed.
Source

So you will in fact never be able to reduce the maximum tonnage of a shipyard by damaging it.
 

Offline Thiosk (OP)

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Re: Shipyard damage mechanics
« Reply #2 on: August 21, 2011, 01:19:18 PM »
OH great so in my ordinance-starved existance, I blew it totally and hit nothing.  At least I know better now ;)
 

Offline Jacob/Lee

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Re: Shipyard damage mechanics
« Reply #3 on: August 21, 2011, 01:25:09 PM »
That's just part of the FUN. :)
 

Offline ollobrains

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Re: Shipyard damage mechanics
« Reply #4 on: August 21, 2011, 01:58:31 PM »
How about some shipyard damagaing espionage or weapons teams. Just a tech/extra game feature idea
 

Offline Thiosk (OP)

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Re: Shipyard damage mechanics
« Reply #5 on: August 21, 2011, 05:07:14 PM »
Well, as said in another thread, you can apparantly go on offensive tug runs which disables the shipyard (and I doubt the NPR can do much to get it back).
 

Offline UnLimiTeD

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Re: Shipyard damage mechanics
« Reply #6 on: August 25, 2011, 11:32:15 AM »
"It's too big, we can't destroy it with our existing weaponry!"
"Hmm, let's just take i home then".....

Use beam weapons already.  ;)
 

Offline Thiosk (OP)

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Re: Shipyard damage mechanics
« Reply #7 on: August 25, 2011, 12:40:53 PM »
oh man, I need to.  I just got my first energy weapons scientist with a greater than 0% bonus (23 years in) and I captured enough  beam tech from the alien empires that I can now begin a complete overhaul of the armed forces.

By not blowing those shipyards, actually, I saved a lot of time and money-- some of them are pretty nice and the planet has plenty of population to slave in them.  The redesigns will occur over the next year, and the construction will begin full swing once they hit candidate status.
 

Offline Jacob/Lee

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Re: Shipyard damage mechanics
« Reply #8 on: August 25, 2011, 05:04:15 PM »
Can you jump while pulling a shipyard?
 

Offline ZimRathbone

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Re: Shipyard damage mechanics
« Reply #9 on: August 26, 2011, 01:09:27 AM »
Through Jump Gates yes - its just another ship.
 
Its more difficult with jump ships as the shipyards are quite large, so you need very big jump engines.
Slàinte,

Mike
 

Offline UnLimiTeD

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Re: Shipyard damage mechanics
« Reply #10 on: August 26, 2011, 05:01:42 AM »
If you already have that missile tech, why not add a few box launchers to every bigger Beam ship to use up remaining ordnance?^^