Author Topic: Starter questions  (Read 6432 times)

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Offline UnLimiTeD

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Re: Starter questions
« Reply #30 on: October 05, 2010, 08:51:51 AM »
Yes, but NPRs would not ignore them and target every single one of them with an Anti-Missile, despite it being plain obvious they were completely useless.
 

Offline Vanigo

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Re: Starter questions
« Reply #31 on: October 05, 2010, 12:20:11 PM »
Nor, for that matter, would automatic PD settings used by player-controlled races.
 

Offline UnLimiTeD

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Re: Starter questions
« Reply #32 on: October 05, 2010, 01:55:29 PM »
Well, as said, you have to do it with Mirvs now.
Requires an awful lot of planning.
 

Offline Vanigo

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Re: Starter questions
« Reply #33 on: October 05, 2010, 04:14:23 PM »
You mean, like, use a size 1 missile, a size 1.1 missile, a size 1.25 missile, a size 1.45 missile, and so on? That could work, I suppose.
 

Offline UnLimiTeD

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Re: Starter questions
« Reply #34 on: October 05, 2010, 05:28:55 PM »
It does.
It's just tedious, you have to create the size one missile first, and go on from there.
And redesign and develop them every time you change the tech.
 

Offline Nibelung44

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Re: Starter questions
« Reply #35 on: October 06, 2010, 12:57:39 AM »

Are the NPRs able to change systems and expand? I never saw that right now, and it seems weird that such advanced aliens don't move outside their system eventually. Have you seen NPP empires having colonies over several systems?
 

Offline welchbloke

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Re: Starter questions
« Reply #36 on: October 06, 2010, 01:01:12 AM »
Are the NPRs able to change systems and expand? I never saw that right now, and it seems weird that such advanced aliens don't move outside their system eventually. Have you seen NPP empires having colonies over several systems?
They do expand.  I have seen colonies all over the place after 10-20 years.
Welchbloke
 

Offline Beersatron

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Re: Starter questions
« Reply #37 on: October 06, 2010, 09:14:44 AM »
Are the NPRs able to change systems and expand? I never saw that right now, and it seems weird that such advanced aliens don't move outside their system eventually. Have you seen NPP empires having colonies over several systems?

It does depend on how many suitable planets there are nearby. If there is nothing within 4 jumps that has a colony cost 2.0 or less then the NPR can be stymied.
 

Offline Nibelung44

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Re: Starter questions
« Reply #38 on: October 07, 2010, 04:30:30 PM »
thanks...

totally unrelated  ;D

are missiles all worth the same in regard to their resistance to damage? Meaning a big missile can be destroyed by a small size 1 anti missile with a single hit? This would mean that using big missile is risky in the end... better overwhelm the enemy with tons of medium sized missiles??
 

Offline UnLimiTeD

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Re: Starter questions
« Reply #39 on: October 07, 2010, 05:33:45 PM »
Yes, missiles have one hitpoint.
Armor and ECM can make it more survivable.
Big missiles mostly have an advantage on long range, because they can have that range and still deal damage.
Also, think about Armor penetration. good penetration values are WH strenght 1,4,9,16,25,36,49...
 

Offline sloanjh

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Re: Starter questions
« Reply #40 on: October 07, 2010, 11:48:20 PM »
Yes, missiles have one hitpoint.
Armor and ECM can make it more survivable.
Big missiles mostly have an advantage on long range, because they can have that range and still deal damage.
Also, think about Armor penetration. good penetration values are WH strenght 1,4,9,16,25,36,49...
Actually, if you don't put armor or terminal homing etc. on the missile, then doubling the size of the missile by doubling all the components (fuel, engine, agility, warhead) results in a missile with the same performance characteristics (range, speed, to-hit probability) but double the warhead size.  The other thing to think about is that, for fixed mass devoted to launchers, the rate of fire (in terms of number of missiles) goes down like the square of the missile size.  If, for example, you go from size-2 to size-6, then you can fit in 3 times as many launchers and they fire 3 times as fast.  This can be important if you're trying to overwhelm anti-missile fire.  The trade-off is that you have to sand-paper through enemy armor due to small warhead size.

John
 

Offline Nibelung44

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Re: Starter questions
« Reply #41 on: October 08, 2010, 12:17:47 AM »
ok... as with the rest, there is a lot of subtleties...

So about armor, Armor 2 means HTK 2?


slightly related, do I need a fire control aboard the ship that covers the range of the missile fired every time and until it reaches its target? Same for a drone fired? I would like to create a kind of long range probe, with a chassis (frame) either of missile or drone.

« Last Edit: October 08, 2010, 12:49:38 AM by Nibelung44 »
 

Offline Brian Neumann

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Re: Starter questions
« Reply #42 on: October 08, 2010, 06:03:39 AM »
ok... as with the rest, there is a lot of subtleties...

So about armor, Armor 2 means HTK 2?


slightly related, do I need a fire control aboard the ship that covers the range of the missile fired every time and until it reaches its target? Same for a drone fired? I would like to create a kind of long range probe, with a chassis (frame) either of missile or drone.


1.)  Armour is ablative.  You can vissualize it as having as many rows deep as the level of armour.  The number of columns is based on the size of the ship and you can find it on the ship design screen (F5) just under the armour level.  A 4 point missile warhead will remove 3 boxes of the top row of armour and 1 more from the second row in the middle.  This would mean that if you only have 1 point of armour then it would stop the first 3 points of damage and have one do an internal.  In addition a gap 3 wide would be left in the armour.  The next hit which has any overlap with this would get all of the overlap through causing internals, plus whatever it would normally do.  A 12 point laser does roughly 2 rows of damage that is 6 deep.  If you have 5 points of armour that would leave you with a hole 2 wide in your armour and 2 internal damage.  The next laser hitting 1 column over would get 6 points of damage through on the empty column of armour plus 1 more from the second column it had just blown through, there would also be a gap of 3 columns in the armour now.

2.)  As far as the fire control goes for normal combat your missile fire control needs to see what you are shooting at for the entire run, unless thre is a sensor on the missile.  For drone use however you can fire at a waypoint without having it in sensor range.

Brian
 

Offline sloanjh

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Re: Starter questions
« Reply #43 on: October 08, 2010, 07:58:50 AM »
So about armor, Armor 2 means HTK 2?

What Brian described is for ships and PDC.  For missiles, armor reduces the probability of a kill.  IIRC, the formula is:

Code: [Select]
KillProb = (HitStrength)/(HitStrength + ArmorLevel).

You might want to search the board on this, though, since I might have the details of the formula wrong.

John
 

Offline Brian Neumann

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Re: Starter questions
« Reply #44 on: October 08, 2010, 09:27:28 AM »

Code: [Select]
KillProb = (HitStrength)/(HitStrength + ArmorLevel).

You might want to search the board on this, though, since I might have the details of the formula wrong.

John
You have the formula correct.  A strength 3 laser hitting a missile with 1 point of armour has a 75% kill chance (1/(1+3)).  A guass cannon on the other hand only has a 50% kill chance (1/(1+1)).

Brian