Combat System

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General

Generally the combat system (or short: CS) is controlled with the help of so-called battleticks (or short BT). Any ship can trigger an action that may cause a counter-attack for ships of another player, according to set alert and diplomacy.

Basically, it should be noted that the battle system is always active. This means that, should a player throw a BT, he must always expect a counter-attack, no matter what or what purpose it has. A BT is not only raised by the firing of weapons...There are many more cause of KTs.

See Also: Battletick

Settings

The CS is mostly fully automatic. It calculates the available weapons and defense values of the objectives and then chooses the best anti-missiles and fires the objectives. However, it is possible to make itself certain settings and may independently affect an attack or defense. The number of arms and weapon weight for an attack can be set, the settings for defense can also be set separately.

In defense, the primarily used weapon can be set. The CS would automatically choose the weapon with the largest weight. It is possible to change settings and save items as expensive as a quantum torpedo when a BT is initiated.

Attacks (Offensive)

Here, is descriptions of an attack from the point of view if you running this attack on an other players (or NPC).

General

The order of the combat system provides first, all offensive means of the attacker exploited before the defense of the attacked can use. The attacker with his first BT already eliminated all defensive means no counter-attack was able to be made (by destruction or disability).

Running an attack only then, if all the following conditions are met: Weapon systems (Phaser, disruptors and/or torpedo tubes) are online, the ship has enough crew to serve the weapons, and the SRS sensors are enabled.

Before an attack, you should be sure that all criteria has been met and the vessel is ready, or the ships to attack are prepared as subsequent enabling of shields, SRS, and weapon systems trigger a battletick and the Defender has thus the chance to attack the attacker.

Ship vs. Ship

The order of the combat system provides that first all offensive means of the attacker exploited when attacking enemy ships, all weapons can be used that are available. Either you choose yourself by the click the appropriate icon or lets the CS automatically the attack plan of the attack run. This selects the weapon independently and executes the optimal attack.

Enemy ships have the possibility of torpedo dodge. The enemy ship can resist the attack torpedoes and disruptors by this capability. The higher the probability of the dodge the more likely one should use phaser, phasers cannot be dodged. However, phasers are usually weaker than torpedoes or disruptors.

Ships can have an armor. If the hull of a ship is attacked, the attack damage is reduced (for example: A ship has a 4 armor and attacked with a phaser of power 10, so only a 6 damage is recieved).

After the attack is completed, CS mode switches to defense and performs the action here. (See "' Defense (defensive)" ' below)

Ship vs. Planet

Buildings and facilities of planets can be attacked. In contrast to attacked ships, the state of a building cannot be viewed. That the damage suffered must itself be calculated. Buildings can also have armor and minimize the damage according to the armor accordingly.

When using phasers against targets of planets, note that the damage is reduced in addition to the density of the atmosphere (in addition to the building armor). Therefore torpedoes pay most damage because they suffer no deductions through the atmosphere (but by the armor of the building).

Disruptors cannot be used against planetary or orbital facilities.

Planet vs. Ship

Orbital facilities (like phaser cannons, phaser batteries, etc.) can run attacks, a foreign vessel in orbit can be attacked just with these facilities. Guns and platforms, also in orbit are considered to be ships and thus perform an attack as well.

Defense (defensive)

General

A battletick (short: BT) always consists of a trigger (a BT may not necessarily be triggered by a fire) and a possible defending countermeasure. A countermeasure is raised depends on diplomatic relations with the offending player, alert level and the actual trigger action itself (e.g. beaming, firing, etc.).

Help defend all Alliance members and players with whom one has a peace treaty. They must reside in the same sector.

The defending measure is always tries the shutter button under fire laying. However, the following criteria must be met: * The Ship has weapons systems and are active * SRS sensors are enabled * if the ship has shields (plate thickness > 0), must be active * the ship has sufficient crew members * the ship has sufficient energy (either the EPS or reserve) should be active the SRS sensors and/or shields, they are activated in the BT. No fire occurs for this BT therefore.

If it is not possible to activate the shields (for example: no shield charge or tractor beam directed at the ship) but all other criteria are met, so the goal is still fired on.

Should defense of both ships and orbital defense facilities exist, so the vessels and then the Planetary Defense in action occur first.

In the defense of aimed fire always by the weakest opponent and works up to the strongest. In the Defense guidelines for the use of weapons as well as the attack.

Diplomacy

War between the trigger and defender, a countermeasure to a BT are always thrown. If the trigger wants to prevent a fire, this can only be achieved with disabled weapon systems.

Should a peace treaty between trigger and defender or better (for example: both in same Alliance) exist, no action is taken. In such a case, the trigger cannot fire on the other vessels.

Should an NAP exist between two parties, countermeasures will only be taken when the button raises a serious offense (for example: theft by beam).

Should there be no diplomatic relations, it depends on primarily the alert level of the defender and if countermeasures are taken.

To determine the status of diplomacy between two parties, you can check Alliance contracts on your account.

Alert

Vessels and planets have an alert level. For example, if all ships are on yellow alert, but the Planetary Defense are on red alert, all ships behave as if they were on red alert.

  • Alarm Red:
    It will definitely try to run a countermeasure regardless of the action.
  • Alarm Yellow:
    Only for serious actions (beam, theft, fire) countermeasures are taken.
  • Alarm Green:
    No actions taken. (Exception: war between both parties).
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