Hidden passives and unknown informations

Discussion in 'Beta Discussion' started by Beernchips, Aug 20, 2019.

  1. Beernchips

    Beernchips Member

    I recently started to play the game again and I found a lot of informations are missing. In order to make things easier for newcomers (and also for veteran perhaps) tooltips/informations should be added for all the hidden things in the game. As a matter of examples :
    - Maal Power Refund : the hidden passive faction. No informations on it anywhere
    - AI ships passives : thanks to last patch note, we know that Maal AI have evasion but do they have other bonuses? And what for Sol/Genari?
    - System crit : What is the probability to hit a weapon/shield/scanner/engine on the arc instead of hull?

    Probably other things are missing so feel free to complete
     
  2. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Here's regarding crew and system damage -- its somewhat complex but its how its determined:

    Depending on what side a weapon gets through and hits, there is a chance of damage to a system or crew. The damage chance is as follows:

    Forward Arc:
    1% chance/damage point to hit the sensors
    1% chance/damage point to hit a weapon in that arc
    1% chance/damage point to crew casualties (1% per damage)
    1% chance/damage point to hit shield generator in that arc


    Forward/Port and Forward/Starboard Arcs:
    1% chance/damage point to hit a weapon in that arc
    2% chance/damage point to crew casualties (1% per damage)
    1% chance/damage point to hit shield generator in that arc


    Rear/Port and Rear/Starboard Arcs:
    1% chance/damage point to hit a weapon in that arc
    1% chance/damage point to crew casualties (1% per damage)
    1% chance/damage point to hit shield generator in that arc
    1% chance/damage point to damage engines (1 unit per damage)


    Rear Arc:
    1% chance/damage point to hit a weapon in that arc
    1% chance/damage point to hit shield generator in that arc
    2% chance/damage point to damage engines (1 unit per damage)


    So for example, when a Plasma Warhead hits the F/P arc with 6 points of damage, it takes out 6 superstructure points automatically, but also has a 6% chance of damaging a weapon in F/P arc, 12% chance to give 6% crew casualties, 6% chance to damage the shield generator. So overall, there is a 30% chance that something other than basic superstructure damage will occur. For every weapon hit, only one of these options can occur. This caps out at 10 damage, so no more than 50% total chance of some damage per weapon hit, no matter how strong the weapon.

    If the hit bisects two arcs, one of the arcs are randomly chosen for the damage chance calculation.
     
    Last edited: Aug 25, 2019
    fox likes this.
  3. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    ^^^ keep note that in the above calculation, it does apply to Sol, Gen, Maalaketh. For Hive, it is actually 2x higher chance of 'system' or 'crew' damage.
     
  4. fox

    fox New Member

    This post is an important one (@Beernchips ), as there is an immense amount of information and Space Wars is a complex system to be explored. Hoping to continue this thread as a resource for players.

    - The current server's Ma'Al players may be able to describe the Power Refund.
    -AI ships appear to have slightly better power ratios than Player Controlled ships (not confirmed) This post may highlight some of the specifics (http://forums.spacewars.com/threads/a-guide-to-making-npc-combat-vessels.306/)
    -System crit information was posted above

    Also, see the ship building contests (example: http://forums.spacewars.com/threads/ship-building-contest-ii-agile-flyer-v.305/) are finer level of detail on the specifics of ship design. Viewing these ship building contests may provide new players additional understanding of ship design.
     
    Last edited: Aug 25, 2019
  5. Heinous

    Heinous New Member

    Maal Power Refund:
    For particle beams, each yellow and red charge of a particle beam refunds 1 power after you end your allocation phase. So it technically goes towards your movement. Im not sure if it works the same for maal plasma beams since I dont own a maal ship with plasma beams.

    AI Power:
    Power ratios for ships concerning power/move ratio was changed a few servers ago for balance. AI ships still use the old power ratios so they can move farther with less power.
     
  6. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    Starting next server: There will be no power refund for particle beams, and their power costs will be increased:
    2 power for first charge
    3 power for every subsequent charge
     
  7. Beernchips

    Beernchips Member

    Starting next server: There will be no power refund for particle beams, and their power costs will be increased:
    2 power for first charge
    3 power for every subsequent charge.

    No more green charge for particles? Thats a killing nerf to Maal especially in low tiers when ships can easily use marines or dodge the shielded arc
     
  8. Blingon

    Blingon New Member

    So the 4 damage particle beam on whitelight and starlight, full charge is now 10 power (2+2+3+3)? or is it 11 (2+3+3+3)power?
     
  9. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    always 2+3+3+3
     
  10. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member


    Well then you can choose the plasma beam ships, or simply take advantage of all the power boost skills the Maal officers enjoy.
     
  11. Blingon

    Blingon New Member

    "take advantage of all the power boost skills the Maal officers enjoy."

    to fully power the Grand sovereign's particle beams, you would require 194 power with the nerf on partical beams. maximum power the t10 can achieve is 240 with all 10 power boosts. this leaves 46 power for other systems. fully charging 1 facing of shields is 11 power. particle beam is optimal at 14-15 range, chargine 18-20 scanner would be enough. this means 14-16 power to scanner. this leaves around 20 power in engine, means 1 move. this would mean the 10 can still have 6 movement ( 8-10 right now) while dealing full damage. Simply put, this nerf should not affect how maal ships function, but for particle beam ships, the maximum potential of the ship is lowered and it will take longer to reach full potiential.

    While this change will definitely bring balance to t9/t10 match up for sol and genari, but it will lock out Maal's ability to get marine defense on larger ships. With reduction in mobility and no way to get pod defense ( keep in mind, T9 and t10 have no PDC), we will probably see an increase in number of starfire heavy cruiser.
     
  12. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    ^^^
    but that is the whole point -- these monster-sized ships right now are firing and full power, shields, and still zipping around like they're Light Cruisers. It will also diversify the selection of ships players choose from, instead of everyone going for the particle beam ships. It will ALSO make Ma'Al's assault of stations more difficult, instead of a cakewalk.
     
  13. Blingon

    Blingon New Member

    i feel we are hijacking the thread to talk about change to particle beam. but,
    on a second look, the change to particle beam would dramatically impact lower class vessels. it would force ships like onelight and whitelight to lower their damage if they want to strafe target, power shields or run scanners. in many ways, they would lose out in the long run against other faction in PVP fights. it would make particle beam shadow ships even harder to play. ( thou shadow blockaders are the more logical choice). the over all impact of the nerf lessens for higher tier ships as their bigger engines scales better with power boost and there is less of a need to invest in repair skills because of powerful shields.
     
  14. Vesuvius_SWIE

    Vesuvius_SWIE Administrator Staff Member

    For class III and IV beam ships, there is going to be a slight power increase to adjust for that. Just FYI, the programmer hasn't implemented the new power gradient for particle beams yet, so when server starts, it won't be implemented yet. As soon as it does, however, the adjustments will be made.
     

Share This Page