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en:kampfsystem [30.04.2026 10:19] – Adding links to the wiki magglishen:kampfsystem [30.04.2026 15:07] (aktuell) – Changing the logic order of sections A to E magglish
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 Simultaneous Firing: Technically, the combat system loops through [[schiffe|ships]] sequentially (from left to right). However, because ships aren't completely removed from the battlefield until the end of the round, a ship that takes lethal damage in Round 1 will still get to fire its weapon in Round 1 before dying. Simultaneous Firing: Technically, the combat system loops through [[schiffe|ships]] sequentially (from left to right). However, because ships aren't completely removed from the battlefield until the end of the round, a ship that takes lethal damage in Round 1 will still get to fire its weapon in Round 1 before dying.
  
-==== B. The 1% Bounce Rule ====+==== B. Rapid Fire ====
  
-Before damage is dealt, the engine checks if the attacker's firepower is at least 1% of the target's total [[schild|shield]]. +Certain ships have [[rapidfire|Rapid Fire]] against specific targets (e.g., [[kreuzer|Cruisers]] against [[leichter_jaeger|Light Fighters]]). If ship has Rapid Fire against the target it just hit, it rolls a weighted die. If successful, it gets to shoot again in that exact same round. This can chain multiple times until the Rapid Fire roll fails (read more about it in [[rapidfire|Rapid Fire]] wiki page).
-If Attack < 1% of Shield: The shot completely bounces offZero damage is dealtand the shield doesn't even dent.\\ +
-Example: A [[leichter_jaeger|Light Fighter]] firing at a [[todesstern|Deathstar]] will bounce harmlessly off its massive shields.+
  
 ==== C. Damage Calculation ==== ==== C. Damage Calculation ====
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 The probability of a ship exploding is exactly proportional to the damage it has taken. If a ship has 40% of its hull remaining, it has a 60% chance to explode upon being hit. The probability of a ship exploding is exactly proportional to the damage it has taken. If a ship has 40% of its hull remaining, it has a 60% chance to explode upon being hit.
  
-==== E. Rapid Fire ====+==== E. The 1% Bounce Rule ====
  
-Certain ships have [[rapidfire|Rapid Fire]] against specific targets (e.g., [[kreuzer|Cruisers]] against [[leichter_jaeger|Light Fighters]]). If ship has Rapid Fire against the target it just hit, it rolls a weighted die. If successful, it gets to shoot again in that exact same round. This can chain multiple times until the Rapid Fire roll fails (read more about it in [[rapidfire|Rapid Fire]] wiki page).+Before damage is dealt, the engine checks if the attacker's firepower is at least 1% of the target's total [[schild|shield]]. 
 +If Attack < 1% of Shield: The shot completely bounces offZero damage is dealtand the shield doesn't even dent.\\ 
 +Example: A [[leichter_jaeger|Light Fighter]] firing at a [[todesstern|Deathstar]] will bounce harmlessly off its massive shields.
  
 ====== Tips for Optimizing Your Attack & Defense Fleet ====== ====== Tips for Optimizing Your Attack & Defense Fleet ======
en/kampfsystem.txt · Zuletzt geändert: 30.04.2026 15:07 von magglish