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	<title>LegacyWorlds Beta 6 &#187; defences</title>
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	<description>Updates on the new version&#039;s design and progress</description>
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		<title>Milestone 2 &#8211; Weapons and defences</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-27/milestone-2-weapons-and-defences/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-27/milestone-2-weapons-and-defences/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 17:21:17 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[defences]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=185</guid>
		<description><![CDATA[I am currently working on designing the M2 database. While quite a lot of the basic structure stays, there are many changes, especially as far as fleets and battles are concerned. In order to make sure that the fleet-related information is complete, the most crucial component is the battle system. It affects a few things [...]]]></description>
			<content:encoded><![CDATA[<p>I am currently working on designing the M2 database. While quite a lot of the basic structure stays, there are many changes, especially as far as fleets and battles are concerned.</p>
<p>In order to make sure that the fleet-related information is complete, the most crucial component is the battle system. It affects a few things on planets, and has far-reaching consequences on the whole ship design and fleet management system.</p>
<p>The most basic types of information handled by the battle system are the definitions of weapons and their countermeasures. The basic principle &#8211; three types of weapons vs. three types of countermeasures &#8211; has been described many times. This time I needed to come up with the details.</p>
<p><span id="more-185"></span></p>
<p><strong>Weapons</strong></p>
<p>In addition to their types, weapons will have four characteristics.</p>
<ul>
<li><em>Base damage</em> is the &#8220;standard&#8221; amount of damage a weapon deals when it hits. Depending on circumstances, the actual damage may be different.</li>
<li><em>Accuracy</em> describes the probability that, in a perfectly neutral environment, the weapon actually hits what it is aimed at.</li>
<li><em>Charge time</em> and <em>Cool-down time</em> are delays that occur before and after the weapon is fired.</li>
</ul>
<p>It is easy to compute the average damage inflicted by a weapon at each tick. This allows weapons of the same level, but of different types, to be relatively different in behaviour without sacrificing game balancing.</p>
<p>For example, one could imagine a beam weapon that fires once every two ticks, with a base damage of 5 and an accuracy of 80%. This weapon would inflict, on average, 2 points of damage every minute. It is easy to create a mass driver with similar results; such a weapon would fire once every 4 minutes, inflicting a base damage of 20 with an accuracy of 40%.</p>
<p>In battles, each weapon fires independently. Weapons on the same ship may have different targets &#8211; while this makes no real sense for fighters, it prevents really big ships from concentrating their fire on a potentially much weaker target.</p>
<p><strong>Countermeasures</strong></p>
<p>Just like weapons, countermeasures have a few more characteristics in addition to their type.</p>
<ul>
<li><em>Maximal absorption</em><span style="text-decoration: underline;"> </span>is the maximal amount of damage that can be absorbed by a countermeasure before it becomes inefficient.</li>
<li><em>Efficiency</em> describes the probability that a countermeasure intercepts damage.</li>
<li><em>Absorption recovery</em> is the amount of absorption points recovered at each tick after damage absorption.</li>
</ul>
<p>Balancing for countermeasures is a little more tricky than it is for weapons. I chose to use a (totally artificial) value corresponding to the efficiency multiplied by the amount of minutes a countermeasure would be efficient for if it was absorbing half its maximal capacity at each minute:</p>
<p><em>Efficiency * Maximal absorption / ( Maximal absorption * 0.5 &#8211; Absorption recovery )</em></p>
<p>Obviously, this means that the recovery should always be lower than half the maximal absorption&#8230;</p>
<p>In battles, all countermeasures of the same type act as one single countermeasure on a ship, with an weighted average used as the efficiency and sums for both the maximal absorption and the recovery.</p>
<p><strong>Balancing weapons and countermeasures</strong></p>
<p>No countermeasure can prevent damage indefinitely unless its recovery rate is higher than the damage being inflicted. While this might happen when pitting e.g. a very big ship against a single fighter, it makes it relatively easy to balance weapons and countermeasures of the same level &#8211; a weapon&#8217;s average damage should be slightly higher than its respective countermeasure&#8217;s recovery rate.</p>
<p><strong>Next time&#8230;</strong></p>
<p>I am still working on the battle system at the moment. My next post will be about fleet tactics and strategies, as this has been (is?) a major headache.</p>
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