en:kampfsystem
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
| Nächste Überarbeitung | Vorhergehende Überarbeitung | ||
| en:kampfsystem [30.04.2026 09:59] – Combat system description magglish | en: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)**: | + | - **[[huelle|Hull]] (Structural Integrity)**: |
| - | - **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**: | + | - **[[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 |
| 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, | + | Simultaneous Firing: Technically, |
| - | ==== B. The 1% Bounce Rule ==== | + | ==== B. Rapid Fire ==== |
| - | Before damage is dealt, the engine checks if the attacker' | + | 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 |
| - | If Attack < 1% of Shield: The shot completely bounces off. Zero damage is dealt, and the shield doesn' | + | |
| - | 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' | + | If the shot doesn' |
| - | 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' |
| ==== 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]] |
| 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 | + | Before damage is dealt, the engine checks if the attacker' |
| + | 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 ====== | ||
| Zeile 47: | Zeile 48: | ||
| === The Fodder Strategy (Meatshielding) === | === The Fodder Strategy (Meatshielding) === | ||
| - | Because targeting is 100% random, you can protect your expensive, high-damage ships (like Plasma | + | Because targeting is 100% random, you can protect your expensive, high-damage ships (like [[plasmawerfer|Plasma |
| === 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' | + | * 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 |
en/kampfsystem.1777543148.txt.gz · Zuletzt geändert: 30.04.2026 09:59 von magglish
