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en:kampfsystem [30.04.2026 09:59] – Combat system description magglishen:kampfsystem [30.04.2026 18:47] (aktuell) – Updating bounce rule magglish
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 ====== Core terminology ====== ====== Core terminology ======
  
-Every ship and defense structure in pr0game relies on three primary stats, all of which can be boosted by your research (Weapon, Shielding, and Armor tech add +10% to the base value per level):+Every [[schiffe|ship]] and [[verteidigung|defense]] structure in pr0game relies on three primary stats (read more about it in [[kampfwerte|Combat Values]]), all of which can be boosted by your [[forschung 
 +|research]] ([[waffentechnik|Weapon]][[schildtechnik|Shielding]], and [[raumschiffpanzerung|Armor]] tech add +10% to the base value per level):
  
-  - **Hull (Structural Integrity)**: The physical health of your ship. If this reaches 0, the ship is destroyed. Even if it doesn't reach 0, taking too much hull damage can cause the ship to explode prematurely (see Explosion Mechanics below). +  - **[[huelle|Hull]] (Structural Integrity)**: The physical health of your ship. If this reaches 0, the ship is destroyed. Even if it doesn't reach 0, taking too much hull damage can cause the ship to explode prematurely (see Explosion Mechanics below). 
-  - **Shield**: An energy barrier that absorbs incoming damage before the hull is touched. Shields fully regenerate at the beginning of every round. +  - **[[schild|Shield]]**: An energy barrier that absorbs incoming damage before the hull is touched. Shields fully regenerate at the beginning of every round. 
-  - **Firepower**: The amount of raw damage a ship fires at its target.+  - **[[bewaffnung|Firepower]]**: The amount of raw damage a ship fires at its target.
  
 ====== How a Combat Round Works ====== ====== How a Combat Round Works ======
  
-Despite how fleets are grouped, the engine evaluates **every single ship individually**. \\+Despite how fleets are grouped, the engine evaluates **every single [[schiffe|ship]] individually**. \\
 Here is the step-by-step lifecycle of a combat round: Here is the step-by-step lifecycle of a combat round:
  
 ==== A. Targeting & Simultaneous Fire ==== ==== A. Targeting & Simultaneous Fire ====
  
-Every ship alive at the start of the round gets to fire. Targeting is 100% random.+Every [[schiffe|ship]] alive at the start of the round gets to fire. Targeting is 100% random.
  
-Simultaneous Firing: Technically, the combat system loops through 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 dealtthe engine checks if the attacker's firepower is at least 1% of the target's total shield. +Certain ships have [[rapidfire|Rapid Fire]] against specific targets (e.g.[[kreuzer|Cruisers]] against [[leichter_jaeger|Light Fighters]]). If a ship has Rapid Fire against the target it just hit, it rolls a weighted die. If successfulit gets to shoot again in that exact same roundThis 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 off. Zero damage is dealtand the shield doesn't even dent.\\ +
-Example: A Light Laser firing at a Deathstar will bounce harmlessly off its massive shields.+
  
 ==== C. Damage Calculation ==== ==== C. Damage Calculation ====
  
-If the shot doesn't bounce, it hits the shield.+If the shot doesn't bounce, it hits the [[schild|shield]].
  
-If the shield is stronger than the attack, the shield simply absorbs the damage, and its value is reduced for the rest of that specific round.+If the [[schild|shield]] is stronger than the [[bewaffnung|attack]], the shield simply absorbs the damage, and its value is reduced for the rest of that specific round.
  
-If the attack is stronger than the shield, the shield drops to 0, and the remaining damage penetrates and reduces the ship's Hull.+If the attack is stronger than the shield, the shield drops to 0, and the remaining damage penetrates and reduces the ship'[[huelle|Hull]].
  
 ==== D. Explosion Mechanics (The 70% Rule) ==== ==== D. Explosion Mechanics (The 70% Rule) ====
  
-A ship does not need to hit 0 Hull to be destroyed. If a ship's Hull drops below 70% of its maximum capacity, it becomes unstable and has a chance to explode on every subsequent hit it takes. \\+A ship does not need to hit 0 [[huelle|hull]] to be destroyed. If a ship's Hull drops below 70% of its maximum capacity, it becomes unstable and has a chance to explode on every subsequent hit it takes. The shot that reduces the hull to <70% can make the unit explode as well. \\
 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 Rapid Fire against specific targets (e.g.Cruisers against Light Fighters). If a 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 roundThis can chain multiple times until the Rapid Fire roll fails.+Before damage is dealtthe 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 off. Zero damage is dealt and also the explosion mechanic cannot be triggered for that shot. 
 +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 ======
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 === The Fodder Strategy (Meatshielding) === === The Fodder Strategy (Meatshielding) ===
  
-Because targeting is 100% random, you can protect your expensive, high-damage ships (like Plasma Turrets, Battleships, or Destroyers) by flooding the battlefield with cheap units like Light Fighters or Espionage Probes. If the enemy fires a massive 3,000-damage shot, it is largely wasted if it randomly hits a 40-hull Espionage Probe.+Because targeting is 100% random, you can protect your expensive, high-damage ships (like [[plasmawerfer|Plasma Cannons]][[battleship|Battleships]], or [[zerstoerer|Destroyers]]) by flooding the battlefield with cheap units like [[leichter_jaeger|Light Fighters]] or [[spionagesonde|Espionage Probes]]. If the enemy fires a massive 3,000-damage shot, it is largely wasted if it randomly hits a 40-hull Espionage Probe.
  
 === ACS Ordering=== === ACS Ordering===
  
-When flying in an Alliance Combat System (ACS) attack, the game processes the fleets in the order they were added. Since the battle system processes shots from left to right:+When flying in an [[acs|Alliance Combat System (ACS)]] attack, the game processes the fleets in the order they were added. Since the battle system processes shots from left to right:
  
-  * Send Heavy Ships First (Left): Have your Battleships and Battlecruisers arrive first in the ACS. They will fire first, smashing enemy shields with massive single hits. +  * Send Heavy Ships First (Left): Have your [[battleship|Battleships]] and [[schlachtkreuzer|Battlecruisers]] arrive first in the [[acs|ACS]]. They will fire first, smashing enemy shields with massive single hits. 
-  * Send Light Ships Second (Right): Have your Light Fighters and Cruisers arrive in a slightly later ACS slot. By the time the code loops to them, the enemy's shields are already down. Their numerous, weaker shots will directly hit the exposed hulls, triggering the 70% explosion rule repeatedly.+  * Send Light Ships Second (Right): Have your [[leichter_jaeger|Light Fighters]] and [[kreuzer|Cruisers]] arrive in a slightly later [[acs|ACS]] slot. By the time the battle system loops to them, the enemy's shields are already down. Their numerous, weaker shots will directly hit the exposed hulls, triggering the 70% explosion rule repeatedly.
en/kampfsystem.1777543148.txt.gz · Zuletzt geändert: 30.04.2026 09:59 von magglish