It has to be KISS to have any hope or working for all OOS fights.wyvern11 wrote:my opinion is Keep It Simple and Stupid:
I wouldn't want to calculate all weapons at runtime.- one should agree on a balanced table of weapon damages (we should make that one up from scratch probably, no firing rates perhaps)
Every X minutes (or based on other conditions) a ship is evaluated and the weapons divided into light / medium / heavy lasers.
Maybe just light / heavy if we can simplify it enough.
Can do that even easier. Every turret has a 180° firing arc so there is a 50 % chance it can fire. =)- since there is no direction oos we should postulate that 2-3 turrets have the target in firing arc
ship firepower = ship firepower / 2
If we dump all lasers into the 3 afforementioned classes we have something like tabletop tules.- we should not put too much stress on range - those shooting further than 2K are long range, other short range
- base damage should be calculated as average over all guns in arc in range * no of guns in arc in range
- multiply a random, say 3-8
- get the initial table such high, that 3-5 average hits kill an opponent ship of same class
If a ship has
120500 DPS heavy lasers,
30200 DPS medium lasers,
28000 DPS light lasers,
then object class "small ship" would get hit fully by the light lasers, 30% chance for med lasers, 10 % chance for heavy.
big ship gets hit at a 30 % chance with heavy, fully with med + light lasers.
2 or 3 dice rolls and the combat round is done. Maybe work with flat damage values and incorporate the randomness into the hit percentage, avoiding another step.
Each of the 3 laser classes should have it's own laser range because "small" lasers could be anything from <1 to over 6 km.
Some weapons like Lasertowers need their proper range of 6km to be useful at all even though their laser is a "small" one.
Exactly. I'd like to avoid an M2 getting instakilled by an M6 that conveniently fits into the M2's galley.OOS in vanilla is extremely random and rather unlucky for ships larger than a corvette because even corvettes have a good chance for a crippling hit on a destroyer.
Prefabricated tables for lasers or ships are a bad idea.if you special balance some given ships at least some people will find their favorite craft outgunned / overpowered
Rules and formulas can build a sturdy system without creating a maintainance nightmare like individual damage tables for 300 shiptypes.