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- Changes to battle for Stars! 2.5 May 5, 1996
-
- ================= BATTLE PLANS DIALOG =======================
-
- You no longer specify tactics on a ship class basis.
- Tactics are now global to the fleet, are less specific and automatically
- try to do the right thing.
- See TACTICS below.
-
- You can now specify primary and secondary target types.
- See TARGETING below.
-
- You now specify who to attack in the Battle Plan.
-
- Spread Out is gone from the battle plans dialog. It just works.
- Bomb Planet is gone from the battle plans dialog. It just works.
-
- ================== STARTING A FIGHT =========================
-
- The Attack Waypoint Task is gone. There is now a battle plan selection
- dropdown in the Fleet Composition tile.
- Armed fleets can have any waypoint task and will automatically initiate combat
- when at the same location as a planet or fleet owned by their target player(s).
- For solo games the Who: field is set to All and is not changeable by the user.
- New fleets of unarmed ships are given the battle plan Default-Defense.
- New fleets of armed ships are given the battle plan Default-Attack.
- These plans can be modified by the user to have any behavior they would like.
- The initial behavior of Default-Defense is to try to avoid combat entirely.
- The initial behavior of Default-Attack is to automatically attack enemies.
-
- You can no longer Bomb or Invade a planet that has a starbase in orbit.
- The starbase must be destroyed first.
-
- ============= ONCE A BATTLE HAS BEEN STARTED ================
-
- Battles last up to 16 rounds.
- Each round of Battle now has 3 parts:
-
- 1) All ships target an enemy ship that best meets their battle plan criteria.
- 2) All ships move from heaviest to lightest.
- 3) Weapons fire from highest initiative to lowest.
-
- ==================== TARGETING ==============================
-
- Targeting is no longer affected by cloaking.
- Battle plans now specify primary and secondary targets.
-
- TARGET TYPE DESCRIPTION
- None/Disengage Don't look for a target just attempt to disengage.
- Any Any target will do.
- Starbase Go after the starbase if one exists.
- Armed Ships Target armed ships and armed starbases only.
- Bombers/Freighters Target bombers and freighters (ie possible troop xports) only.
- Unarmed Ships Target unarmed ships only.
- Fuel Transports Target fuel transports only.
- Freighters Target unarmed freighters only.
-
- When picking targets we try to avoid targeting tokens that are already targeted
- by someone else.
- If no token matching the primary target type is found then we attempt to match
- the secondary target type.
-
- Example1:
- Primary target: Bombers/Freighters, Secondary target: Fuel Transports
- This would try to take out the enemies bombers and freighters first.
- Once they were gone it would try to take out their Fuel Transports.
- This example could be useful if you wanted to cripple enemy battle groups
- while attempting to avoid their heavy guns.
-
- Example2:
- Primary target: Armed Ships, Secondary target: None/Disengage
- This would try to take out all of their armed ships and the starbase if
- it is armed but leave unarmed ships alone.
- This example might be useful if you are planning to steal cargo from them.
-
- Example3:
- Primary target: Armed Ships, Secondary target: Bombers/Freighters
- This would ignore anything that wasn't armed or a bomber or a freighter.
- This might be useful if you didn't want to waste shots on non-dangerous ships.
-
- Starbases use a Primary target of Armed Ships and a Secondary target of Any.
-
- ====================== TACTICS ==============================
-
- TACTIC DESCRIPTION
-
- Disengage Attempt to disengage as soon as possible.
- 4 squares of movement are required to leave
- the battle.
- <Kind of like the Run Away in version 2>
-
- Disengage if challenged Attack as if "Maximize damage ratio" until
- targeted or damaged and then change to
- "Disengage".
- <No equivalent existed in version 2>
-
- Minimize damage to self Attempt to cause as much damage as possible
- while taking as little damage as possible.
- <Kind of like Maximum Range in version 2>
-
- Maximize net damage Attempt to maximize damage to enemies minus
- damage to self.
- <Kind of like Optimal Range in version 2)
-
- Maximize damage ratio Attempt to maximize damage to enemies divided
- by damage to self.
- <Kind of like Optimal Range in version 2)
-
- Maximize damage Attempt to maximize damage to enemies without
- regard to damage to self
- <Kind of like Get In Close in version 2)
-
-
- In all cases except Disengage the token will attempt to get closer to the
- target if it is current outside of maximum range.
-
- If token runs out of primary and secondary targets it will automatically
- switch to Disengage.
-
- If a token can no longer do any damage it will automatically Disengage.
- For example if the ship design has shield buster weapons only and none
- of the enemy tokens has shields.
-
- ======================== MOVEMENT ==============================
-
- Distance a ship can move is measured in 1/4 squares. A 1/4 speed means
- you move on the 1st, 5th, and 9th battle rounds. A speed of 1 3/4
- Means you move 2 squares on every round except the 3rd when you move 1.
-
- Distance a ship can travel is determined as follows:
-
- Movement = (Ideal Speed of Engine - 4) / 4
- - weight / 70 / 4 / (Count of Engines)
- + 1/4 * Maneuvering jets + 1/2 * Overthrusters
-
- Movement is pegged between 1/2 and 2 1/2.
-
- MOVEMENT V/S SQUARES OF MOVEMENT PER ROUND TABLE
-
- ROUND
- MOVEMENT 1 2 3 4 5 6 7 8
- -----------------------------------------------------
- 1/2 1 0 1 0 1 0 1 0
- 3/4 1 1 0 1 1 1 0 1
- 1 1 1 1 1 1 1 1 1
- 1 1/4 2 1 1 1 2 1 1 1
- 1 1/2 2 1 2 1 2 1 2 1
- 1 3/4 2 2 1 2 2 2 1 2
- 2 2 2 2 2 2 2 2 2
- 2 1/4 3 2 2 2 3 2 2 2
- 2 1/2 3 2 3 2 3 2 3 2
-
- Movement happens in three parts:
- Part 1: All tokens that can move 3 squares this round get to move 1 square.
- Part 2: All tokens that can move 2 or more squares this round get to move
- 1 square.
- Part 3: All tokens that can move this round get to move 1 square.
-
- In each part tokens move in heaviest to lightest weight order with a random
- fudge factor. It depends on how many tweenkies the captain had for lunch.
-
- Each token attempt to find the best square to move to that matches the
- tactic they have been assigned.
- Example:
- You have selected Maximize Net Damage and have a ship with a combination
- of range 1 and 2 weapons. Your enemy has a ship with a combination of
- range 1 and 2 weapons also but their range 1 weapons are much better than
- yours. You will stay at range 2 because the that is where you do the
- highest net damage.
-
- ====================== INITIATIVE ==============================
-
- Initiative order is as follows:
- All ships have an inate hull initiative, which varies from 0 for unarmed
- freighters to something like 10 or 15 for battleships.
- See the Tech Browser for specific initiative values.
-
- A new type of part, the battle computer is an Electrical Special.
- Each battle computer increases the initiative by 1, 2 or 3 points.
-
- Firing initiative is the sum of the hull initiative, battle computers,
- race modifiers and the weapon's initiative.
-
- Highest initiative fires first. If a ship has an base initiative
- of 15 and beam weapons with an initiative of 1, and a second ship has a
- base initiative of 14 and a torpedo weapon with initiative 3, the torp
- ship will fire first. If the torp ship also had a second weapon with an
- initiative of 1 then the torp would shoot first, the other ship's beam
- would fire and then the torp ship's second weapon would fire.
-
- ======================== FIRING ================================
-
- Firing is no longer on a token by token all or nothing basis.
- Weapons fire from highest initiative to lowest on a weapon slot-by-weapon
- slot basis. The shortest range weapons of a given initiative fire first.
- If the target token is destroyed, damage will stream over to other tokens
- in the same square (if any). After the primary target is destroyed subsequent
- weapon slots can retarget on other squares in range.
-
- Multiple weapon slots on the same ship can target different tokens in
- different squares.
-
- ======================== DAMAGE ================================
-
- Damage applied now is as follows: If the damage applied to the armor
- of a token exceeds the remaining armor of 1 or more of the ships in the token,
- then those ship are destroyed. Any remaining damage is spread over the
- ENTIRE stack with each ship taking dp/(count of ships) damage. That is, until
- you can totally "do" a ship, you will be uniformly wailing away on the entire
- token. This definitely discourages splitting ships up.
-
- ====================== BEAM WEAPONS ===========================
-
- Beam weapons always hit their target but have a 10% damage decay per square
- of distance between attacker and target. For example a weapon that will do
- 100dp in the same square as its target will only do 90dp one square away.
- All damage from beam weapons is applied to shields first and any damage not
- absorbed by the shields is applied to armor as described in the DAMAGE section
- above.
-
- If an attacking token has more than one ship and its beam weapon strike takes
- out an entire token the remaining damage can be applied to other tokens in
- the same square. The maximum number of tokens targeted is the number of ships
- in the attacking token.
-
- BEAM WEAPON CATEGORIES:
- Note: all Damage values are approximations for comparison purposes only.
- See the tech browser for the exact stats of any particular part.
-
- Normal Beam Weapons:
- Damage: From 10 to 430 damage points
- Range: From 1 to 3 squares
- Initiative: From 6 to 11
-
- Range 0 Weapons:
- Damage: From 90 to 600 damage points
- Range: Same square only
- Initiative: 12
-
- Gattling Weapons:
- Damage: From 11 to 200 damage points
- Range: 1 square
- Initiative: 5
- In spite of having short range and the lowest of all beam weapon initiative
- values these are extremely powerful weapons that hit every enemy token in
- their range each time they fire. They also sweep minefields as if they were
- range 4 weapons. See MINESWEEPING below.
-
- Shield Busters:
- Damage: From 80 to 540 damage points
- Range: 2
- Initiative: 14
- These medium range weapons are very powerful but are only useful against
- shields. They have no affect on armor. They do have a higher initiative
- than any other weapon. This means that they will take out the enemy shields
- before your other weapons fire.
-
- MINESWEEPING:
- Each beam weapons can sweep up to (Damage x Range x Range) mines per year.
-
- ========================= TORPEDOES ===========================
-
- Each torpedo fired has a chance of missing. For example: If a token has two
- ships each with a weapon slot with 2 torps in it then a single shot would consist
- of 4 torps each of which would get a chance to hit or miss according to their
- accuracy value. With normal torps the accuracy is 75% which means that it is
- likely that 3 of the 4 torps would hit.
-
- Torps that hit their primary target apply half of their damage directly to the
- armor of the target token. The other half of the damage is applied to the shields.
- Any damage that doesn't get absorbed by the shields is applied to the armor.
-
- The maximum number of ships that can be killed by a torpedo strike is the number
- of torpedoes that hit. So in the above example the strike can kill up to 3 ships.
-
- In the above case if the target token had one ship in it and these 3 "hits"
- caused more damage than was necessary to kill it then the damage can be applied
- to other enemy tokens in the same square. In this case the damage is applied
- to the shields and any damage not absorbed by the shields is applied to armor.
-
- In no case can the number of ships killed exceed the number of torps that hit.
-
- Missed torps do collateral damage to the target token only. Collateral damage
- is 1/8th the normal damage of the torp and works much like a "Shield Buster"
- beam weapon. In other words it only affects shields.
-
- Torpedo accuracy can be improved using Battle Computers.
- Jammers can decrease the accuracy of enemy torpedoes.
- See BATTLE DEVICES below.
-
- TORPEDO CATEGORIES:
-
- Normal Torps:
- Damage: From 5 to 300 damage points
- Range: From 3 to 5 squares
- Initiative: from 0 to 3
- Accuracy: 75%
-
- Capital Ship Missiles:
- Damage: From 60 to 460 damage points
- Range: From 5 to 6 squares
- Initiative: From 0 to 3
- Accuracy: 25%
- These powerful torpedoes do more damage than normal torpedoes and have a
- longer range than any other weapon. Due to the poor accuracy and the fact
- that a single torp can take out at most one enemy ship no matter how much
- damage it can do these "missals" are best mounted on starbases and battleships
- with lots of Battle Computers. Likewise their best purpose is to take out
- other players large ships and starbases.
-
-
- ======================= BATTLE DEVICES ==========================
-
- JAMMERS:
- Decrease the accuracy of enemy torpedoes v/s the token with the jammers.
-
- Example:
- A ship with 3 20% jammers would reduce a normal torpedo's 75% accuracy
- by 20% 3 times. 75 x .8 x .8 x .8 = 38% torp accuracy.
-
-
- BATTLE COMPUTERS:
- Increase the initiative of all weapons on the ship.
- There are three battle computers ranging from +1 to +3 initiative.
- They also decrease the inaccuracy of torpedoes by 20-50%.
-
- Example:
- A normal torp's 75% accuracy is modified by 2 30% battle computers by
- decreasing its inaccuracy 30% twice. 100 - ((100 - 75) x .7 x .7) = %88
- torp accuracy.
-
- If the attacking token has battle computers and the target has jammers
- the devices cancel each other out on a 1% to 1% basis.
-
- Example:
- Target token has Jammers totaling a 50% decrease in accuracy. Attacker's
- battle computers add up to a 45% decrease in inaccuracy. Result: 5% decrease
- in accuracy.
-
- Example:
- Target token has Jammers totaling a 30% decrease in accuracy. Attacker's
- battle computers add up to a 40% decrease in inaccuracy. Result: 10% decrease
- in inaccuracy.
-
- NOTE: I have been saying that the battle computers decrease the inaccuracy
- of a torp by a percentage. This is not the same as saying that they would
- increase the accuracy by that percentage. As the torp accuracy gets higher
- and higher it is harder and harder to improve it.
-
- Example:
- One 50% battle computer and a normal 75% accurate torp.
- 75% x 1.5 = 112% accuracy. WRONG.
- 100 - ((100 - 75) x .5) = 88% accuracy. CORRECT.
-
-
- CAPACITORS:
- Increase the damage caused by all beam weapons on board by a percentage.
- Capacitor values run from 10% to 15%.
-
- Example:
- A ship has a beam weapon capable of 100 damage and three 10% capacitors.
- 100dp x 1.1 x 1.1 x 1.1 = 133dp.
-
-
- ENERGY DAMPENER:
- Reduces the movement value of all tokens in battle by 4 points which is the
- equivalent of 1 square per round. See MOVEMENT above.
- Dampeners are not additive.
-
-
- BEAM DEFLECTOR:
- Reduces damage done by beam weapons by up to 10%.
-
- Example:
- A ship with 3 beam deflectors is hit by 300dp of beam weapon damage.
- 300 x 0.9 x 0.9 x 0.9 = 218dp.