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en:kampfsystem [30.04.2026 10:19] – Adding links to the wiki magglishen:kampfsystem [30.04.2026 18:47] (aktuell) – Updating bounce rule 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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 If the shot doesn't bounce, it hits the [[schild|shield]]. If the shot doesn't bounce, it hits the [[schild|shield]].
  
-If the [[schild|shield]] is stronger than the [[bewaffnung|attacj]], 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 [[huelle|Hull]]. If the attack is stronger than the shield, the shield drops to 0, and the remaining damage penetrates and reduces the ship's [[huelle|Hull]].
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 ==== D. Explosion Mechanics (The 70% Rule) ==== ==== D. Explosion Mechanics (The 70% Rule) ====
  
-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. \\+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 [[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 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 ======
en/kampfsystem.1777544383.txt.gz · Zuletzt geändert: 30.04.2026 10:19 von magglish