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	<title>LegacyWorlds Beta 6 &#187; ships</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/tag/ships/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version&#039;s design and progress</description>
	<lastBuildDate>Sat, 26 Mar 2011 10:18:48 +0000</lastBuildDate>
	<language>en</language>
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		<title>Milestone 2 – Database contents – Ships</title>
		<link>http://blog.legacyworlds.com/index.php/2011-01-15/milestone-2-database-contents-ships/</link>
		<comments>http://blog.legacyworlds.com/index.php/2011-01-15/milestone-2-database-contents-ships/#comments</comments>
		<pubDate>Sat, 15 Jan 2011 09:00:33 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[database contents]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=263</guid>
		<description><![CDATA[This eighth post in the Milestone 2 database structure series describes the elements used to store ship designs &#8211; whether they are provided by the game as &#8220;defaults&#8221; or customised by players &#8211; and ships, as well as fleets and their current state (which, since there is no Hyperspace stand-by for now, is limited to [...]]]></description>
			<content:encoded><![CDATA[<p>This eighth post in the <a title="Milestone 2 - Database contents - Introduction" href="http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-introduction/">Milestone 2 database structure</a> series describes the elements used to store ship designs &#8211; whether they are provided by the game as &#8220;defaults&#8221; or customised by players &#8211; and ships, as well as fleets and their current state (which, since there is no Hyperspace stand-by for now, is limited to either &#8220;orbiting a planet&#8221; or &#8220;moving&#8221;).<span id="more-263"></span></p>
<p><strong>Ship design definition</strong></p>
<p>The <span style="text-decoration: underline;">definition of a ship design</span> is the list of ship parts which are needed for the construction of a specific type of ship. Such a definition includes <span style="text-decoration: underline;">a hull</span>, at least one <span style="text-decoration: underline;">engine</span>, and it may include an arbitrary <span style="text-decoration: underline;">amount</span> of <span style="text-decoration: underline;">other ship parts</span> (generators, weapons, defences and any other kind of stuff).</p>
<p>Three constraints on valid ship designs exist:</p>
<ul>
<li>the total energy consumed by the various parts must be lower than or equal to the amount of energy generated by included generators,</li>
<li>the total space consumed by the various parts multiplied by a “miniaturisation factor” (and empire-wide production) must be lower than or equal to the space provided by the ship&#8217;s hull,</li>
<li>the ship must have a non-zero normal space thrust.</li>
</ul>
<p><strong>Predefined ship designs</strong></p>
<p>The game includes a set of predefined ship designs. A <span style="text-decoration: underline;">predefined ship design</span> is a <span style="text-decoration: underline;">ship design definition</span> associated with a <span style="text-decoration: underline;">name</span> and <span style="text-decoration: underline;">description</span> from the internationalisation system. Since all predefined ship designs are considered to be valid, the minimal miniaturisation factor for a predefined ship design can be computed directly from the list of parts.</p>
<p><strong>Empire ship designs</strong></p>
<p>An <span style="text-decoration: underline;">empire ship design</span> is a <span style="text-decoration: underline;">ship design definition</span> identified by a <span style="text-decoration: underline;">name</span> and associated with an <span style="text-decoration: underline;">empire</span>. It includes a free text <span style="text-decoration: underline;">description</span>, as well as a flag that indicates <span style="text-decoration: underline;">whether the design has been declared as being obsolete</span>. Empire ship designs may only be deleted if no ship is actually using the design. Their names or descriptions may be changed at any time, however the design definition itself may not be modified if there are ships using the design.</p>
<p><strong>Ships</strong></p>
<p>A <span style="text-decoration: underline;">ship</span> is identified by an arbitrary <span style="text-decoration: underline;">sequence number</span>. It is based on an <span style="text-decoration: underline;">empire ship design</span>. It may be given a <span style="text-decoration: underline;">name</span> for identification purposes. In addition, a ship possesses <span style="text-decoration: underline;">hit points</span> which must be lower than or equal to the amount of maximal hit points defined by its design, and <span style="text-decoration: underline;">experience points</span>, acquired when the ship participates in battles. Ships also include a <span style="text-decoration: underline;">status information</span> which indicates whether they are available, being deployed after construction, being redeployed after movements or mode switches, being redirected, undergoing repairs, being refitted or decommissioned, and a <span style="text-decoration: underline;">penalty</span> which indicates the time required for a ship in any non-available status to be available again.</p>
<p><strong>Fleets</strong></p>
<p>A <span style="text-decoration: underline;">fleet</span> is identified by an arbitrary <span style="text-decoration: underline;">sequence number</span>. It consists of at least one <span style="text-decoration: underline;">ship</span> (all ships in a fleet must use designs belonging to the same empire, as this determines the fleet&#8217;s ownership). It may have a <span style="text-decoration: underline;">name</span> for identification purposes. A fleet has an <span style="text-decoration: underline;">attack strategy</span> and a <span style="text-decoration: underline;">defence strategy</span>, as well as tactics settings (target <span style="text-decoration: underline;">selection criterion</span> and target <span style="text-decoration: underline;">selection mode</span>). The <span style="text-decoration: underline;">game update identifier at which each strategy was last changed</span> as well as the <span style="text-decoration: underline;">game update identifier corresponding to the latest tactics adjustment</span> are stored, to prevent players from constantly switching these values.</p>
<p>A fleet may be <span style="text-decoration: underline;">orbiting a planet</span>. In this case, all fleets belonging to the same empire have a <span style="text-decoration: underline;">mode</span>, which is either attack or defence. The <span style="text-decoration: underline;">game update identifier at which the last mode change occurred</span> is stored, to prevent players from switching from attack to defence and vice-versa too rapidly.</p>
<p>Fleets that are not orbiting planets are <span style="text-decoration: underline;">moving fleets</span>. Such a fleet has a <span style="text-decoration: underline;">planet of origin</span>; however, this information is insufficient, as fleets may be redirected at any time. A fleet&#8217;s actual origin is either an in-system location (which consists in a <span style="text-decoration: underline;">planet</span> and a <span style="text-decoration: underline;">distance indication</span>, that last part being positive if the origin was in the direction of the star, negative if it was in the direction of outer space, or zero if the fleet&#8217;s movement originated from the planet itself) or an outer space location (a set of <span style="text-decoration: underline;">x and y coordinates</span> expressed as real numbers, since the redirection may occur at any point when moving in outer space). The <span style="text-decoration: underline;">time elapsed since the last movement order</span> is required to estimate the fleet&#8217;s current actual location. Finally, the <span style="text-decoration: underline;">requested fleet mode on arrival</span> is included.</p>
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		<title>Milestone 2 &#8211; Ground combat</title>
		<link>http://blog.legacyworlds.com/index.php/2010-08-12/milestone-2-ground-combat/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-08-12/milestone-2-ground-combat/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 08:09:45 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[drop pods]]></category>
		<category><![CDATA[ground armies]]></category>
		<category><![CDATA[ground combat]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[ships]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=209</guid>
		<description><![CDATA[I had thought this would be posted on Monday, but I didn&#8217;t have the time to do so &#8211; my apologies. This post will explain the basics of the ground combat system, which consists in three major steps: computing the &#8220;advantage&#8221; value, deciding which armies to drop to / to extract from the planet, and [...]]]></description>
			<content:encoded><![CDATA[<p>I had thought this would be posted on Monday, but I didn&#8217;t have the time to do so &#8211; my apologies. This post will explain the basics of the ground combat system, which consists in three major steps: computing the &#8220;advantage&#8221; value, deciding which armies to drop to / to extract from the planet, and computing the results of the fight.</p>
<p>Before I start, two important precisions are necessary. First, while there <em>is</em> actual ground combat (which is quite different from previous versions), players have no <em>direct</em> influence over it &#8211; everything is based on fleet strategies, and there are no actual ground units. Second, this ground combat system is definitely not the final version, it will be rewritten for M3 when the &#8220;real&#8221; planet management system is added.</p>
<p><span id="more-209"></span><strong>Origins of ground armies</strong></p>
<p>Ground armies come from 3 different sources.</p>
<ul>
<li>The planet itself provides a ground army, whose size depend on the planet&#8217;s population and happiness at the beginning of the battle.</li>
<li>Buildings may provide ground armies.</li>
<li>All ships (both defensive and offensive) may carry ground army drop pods.</li>
</ul>
<p>﻿<strong>Advantage index</strong></p>
<p>The advantage index is a value between 0 and 1 that determines which side has the advantage. It is initially slightly in favour of defensive armies. However, it is affected by ships and buildings on both sides. Each ship increases the advantage for its side by a value that is determined by its fleet&#8217;s strategy; of course, buildings provide a fixed, pre-defined advantage increase for the defenders. The closer the value is to 0.5, the less clear the ground situation is &#8211; casualties will be high on both sides. If the value gets close to 0, then the attackers gain the advantage and they can inflict massive damage without suffering too much in return. Of course, the situation is reversed if the value is close to 1.</p>
<p><strong>Dropping and extracting armies</strong></p>
<p>Ships carrying armies will drop or extract their armies depending on this advantage index and on a setting that is determined by the fleet&#8217;s strategy. For example, in the current simulations, attacking fleets drop their armies below 0.55 while defending fleets drop theirs above .3 (they will therefore defend as long as the situation isn&#8217;t too desperate). Of course, this does not apply to armies provided by the planet itself or by buildings, which will always be present on the planet&#8217;s surface.</p>
<p><strong>Damage</strong></p>
<p>Damage to ground armies is partially determined by the advantage index. It is also strongly affected by the armies&#8217; size: a very small army will probably lose against a much bigger one, even if the advantage index is totally in its favour &#8211; while it will inflict quite a lot of damage to the big army and not lose much at each battle update, it will end up dead eventually.</p>
<p>In the case of ground armies provided by ships and building, any  damage to the army will translate back to its &#8220;container&#8221;, and  vice-versa (any damage to the ship or building will reduce the size of  the army).</p>
<p><strong>Conquest</strong></p>
<p>A planet is conquered when defending ground armies have been killed. The major consequence of this is that it is now entirely possible to conquer a planet while the battle is still being fought in orbit. I am still hesitating about what to do when this happens regarding the status of fleets &#8211; the best thing being to make it a setting.</p>
<p><strong>Next time&#8230;</strong></p>
<p>Unless you have questions or suggestions, which you should post as comments, the next post will not appear for quite a while. It will be about the battle computation&#8217;s implementation or about the database&#8217;s structure in M2, whichever comes first&#8230;</p>
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		<title>Milestone 2 &#8211; Space combat</title>
		<link>http://blog.legacyworlds.com/index.php/2010-08-03/milestone-2-space-combat-2/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-08-03/milestone-2-space-combat-2/#comments</comments>
		<pubDate>Tue, 03 Aug 2010 11:56:02 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[interception]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[space combat]]></category>
		<category><![CDATA[strategies]]></category>
		<category><![CDATA[tactics]]></category>
		<category><![CDATA[target selection]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=198</guid>
		<description><![CDATA[The last post gave a brief overview of the battle system as a whole. This post will concentrate on some important aspects of space combat which were not fully explained by the overview, namely target selection, weapons firing and interception. These three parts of the space combat resolution computation are heavily dependent on the strategies [...]]]></description>
			<content:encoded><![CDATA[<p>The last post gave a brief overview of the battle system as a whole. This post will concentrate on some important aspects of space combat which were not fully explained by the overview, namely target selection, weapons firing and interception. These three parts of the space combat resolution computation are heavily dependent on the strategies and tactics system, which will be explained along with what it affects.</p>
<p><span id="more-198"></span></p>
<p><strong>Target selection</strong></p>
<p>The first actual combat step is the selection of targets. Each weapon on a ship or building may select a different target; while this may at first look like it makes no sense (and in the case of e.g. fighters, it is quite true), it is extremely important for bigger ships &#8211; if weapons fire was concentrated on a single ship, most of it would be wasted.</p>
<p>Target selection needs to be executed when a weapon has no target, when its target has been destroyed or when a mode switched occurred and the previous target should no longer be fired upon. In addition, depending on the fleet&#8217;s current strategy, there is a probability of spontaneously changing targets (for planet-based weapons, this probability is fixed to a relatively low value &#8211; 5% in the latest tests, but it may change a lot before the milestone&#8217;s release). If there is no need for a new target, then the target selection step is skipped.</p>
<p>At this point, all potential targets are examined. A weight is assigned to each target depending on the fleet&#8217;s (or planet&#8217;s) tactics settings:</p>
<ul>
<li>size-based selection, giving priority to either smaller, bigger or similarly-sized ships (buildings are considered to be medium sized),</li>
<li>selection based on weapon power, giving priority to either more powerful, less powerful or similarly powerful ships or buildings,</li>
<li>selection based on countermeasures, giving priority to either the most armoured ships, the least armoured ships, or similarly defended ships (buildings are never armoured in this version).</li>
</ul>
<p>If the weapon is on an attacking ship, the weight of each target is then modified depending on the fleet&#8217;s attack strategy. This includes giving more or less weight to military ground structures and civilian ground structures.</p>
<p>Finally, a target is selected at random, with higher-weight potential targets being more likely to be selected than lower-weight targets.</p>
<p><strong>Weapons firing</strong></p>
<p>Once their target has been selected, weapons that are ready to fire will do so. The probability of success, and therefore various data such as the weapon&#8217;s damage or the probability of interception, depend on a set of variables.</p>
<ul>
<li>The probability of firing accurately is computed from the weapon&#8217;s accuracy, modified by the ship&#8217;s experience (buildings do not get experience points).</li>
<li>The target&#8217;s manoeuvrability, modified by its experience, is used by the target to try and escape the shot. Of course, since buildings do not move, they do not escape shots.</li>
<li>An &#8220;advantage&#8221; index is then computed, based on: the hit points of both the target and the weapon&#8217;s platform, the manoeuvrability of the weapon&#8217;s platform, and a modifier that depends on the relative strategies of the fleets (planets do not have a strategy, so the aim modifier of planets versus attack fleets and vice-versa are part of the attack strategy itself).</li>
</ul>
<p>A bit of randomisation is then introduced, and a success index is computed. This index may indicate that the shot missed, or that it would hit but could be intercepted, or that it will hit. If the shot is successful, the damage it would inflict is then computed. It is based on the weapon&#8217;s base damage, and modified by the shot&#8217;s success index. It may be increased or damped depending on the fleets&#8217; relative strategies. In addition, really successful shots will be considered &#8220;critical&#8221;,  which will double their damage (the exact multiplier for critical shots  may still change).</p>
<p><strong>Interception</strong></p>
<p>It is possible for a fleet&#8217;s ships to intercept shots aimed at other fleets, or at the planet if they are defending. When a shot is intercepted, the ship that intercepted it will take the damage instead of the intended target. Strategies which include a high interception probability may for example be used to provide cover for other, more powerful ships.</p>
<p>The probability of a ship intercepting a shot is determined by the fleet&#8217;s strategy, by various modifiers (current ship &#8220;health&#8221;, experience, manoeuvrability), by the amount of shots aimed at the fleet itself (a ship busy trying to escape shots is less likely to intercept a shot aimed at someone else) and of course by how successful the attack was. A ship may only intercept a single shot at each minute.</p>
<p><strong>A note on strategies</strong></p>
<p>As this post shows, strategies define a lot of modifiers applied to ships and planets during combat. A limited number of attack and defence strategies will be provided. Each strategy will have strong points, while being weaker on others. Strategy combinations are important too, as a strategy may be very efficient against another but very weak against a third. In addition, strategies are also involved in the ground combat computation; more details about that will be provided in the next post.</p>
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		<title>Milestone 2 &#8211; Battle system</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-29/milestone-2-battle-system/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-29/milestone-2-battle-system/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 21:20:11 +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[fleets]]></category>
		<category><![CDATA[ground armies]]></category>
		<category><![CDATA[ground combat]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[space combat]]></category>
		<category><![CDATA[strategies]]></category>
		<category><![CDATA[tactics]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=191</guid>
		<description><![CDATA[While I had considered posting about fleet strategies and tactics, I thought it would be more appropriate to start from the beginning – the battle system itself. There are two major computations performed by the battle system. First, space combat is computed. Once this part is over, and provided there are still attacking ships in [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } -->While I had considered posting about fleet strategies and tactics, I thought it would be more appropriate to start from the beginning – the battle system itself.</p>
<p>There are two major computations performed by the battle system. First, space combat is computed. Once this part is over, and provided there are still attacking ships in orbit, computations regarding ground combat are performed. Once these two main chunks have been computed, experience points are attributed.</p>
<p>This posts attempts to explain what the various steps of each computation are and how they work, generally speaking.</p>
<p><span id="more-191"></span></p>
<div id="attachment_192" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.legacyworlds.com/wp-content/uploads/2010/07/b6m2-battlesystem.png" rel="lightbox[191]" title="Milestone 2's battle system"><img class="size-medium wp-image-192" title="Milestone 2's battle system" src="http://blog.legacyworlds.com/wp-content/uploads/2010/07/b6m2-battlesystem-300x272.png" alt="" width="300" height="272" /></a><p class="wp-caption-text">This flowchart shows the essential steps of the battle computations. Exit conditions and various internal steps have been omitted for clarity.</p></div>
<p><strong>Space combat</strong></p>
<p>The first step of space combat is fleet updates. When attacking fleets first start a battle or when fleets join an ongoing battle, they suffer “time dilation” which causes them to be less efficient for some time. This time dilation effect must be decreased over time.</p>
<p>Once fleets&#8217; time dilation strengths have been updated, ships need to undergo various systematic updates: ships that can repair themselves will regain hit points, countermeasures will recover from previous damage absorption, and weapons will charge or cool down. If no weapons are ready to fire, then the space combat computation is over.</p>
<p>If there are weapons ready to fire, the first step is target selection. If a weapon already has a target, there&#8217;s a chance it might still select another target – this depends on a fleet&#8217;s strategy (for planet-based weapon platforms, there is a fixed, very small probability of target change). If such a change needs to occur, or if the weapon had no target for some other reason, it will seek a target based on the fleet&#8217;s (or the planet&#8217;s) tactics – basically, it can select targets by size, weaponry or defences, with different priorities. An attacking fleet&#8217;s strategy will determine whether the weapon may target the planet&#8217;s infrastructure.</p>
<p>Once weapons have selected their targets, they may fire. A computation is performed to determine whether the weapon actually hits, whether the shot may be intercepted and which amount of damage it would cause on a “naked” ship from various variables such as the ship&#8217;s experience, current hit points, manoeuvrability&#8230; When a weapon fires, there&#8217;s also a small chance of a critical hit, which cannot be intercepted and deals twice as much damage.</p>
<p>Depending on strategy settings, some ships may try to intercept shots aimed at other fleets or at the planet. Such an interception depends on how successful the aim was, and on various other factors such as how many hits the intercepting fleet might sustain. A successful intercept will cause the ship that intercepted the shot to take the damage – which is particularly useful to defend planets. No ship can intercept two shots in a single battle update, however.</p>
<p>Once the destination of all shots have been computed, the corresponding damage is inflicted to ships and buildings. Ships may have countermeasures which can sometimes absorb part or totality of the damage. Of course, should a ship or building reach 0 hit points, it is destroyed. In addition, any ships or buildings that provide ground armies will have their army strength reduced accordingly.</p>
<p><strong>Ground combat</strong></p>
<p>Once space combat has been resolved, and provided there are any attacking ships left, the computation of ground combat begins.</p>
<p>First, the ground defence advantage is computed. It is determined by the amount and type of ships supporting ground troupes, by the amount and type of military buildings, and by the population&#8217;s happiness.</p>
<p>The support that fleets provide for ground armies may vary depending on a fleet&#8217;s current strategy. Fleet strategy also determines whether ships that carry armies should drop the troupes to the planet&#8217;s surface or attempt to extract them.</p>
<p>Once the system knows which armies are on the planet, providing there are both attacking and defending armies, ground combat is computed. The damage dealt by either side is mostly determined by the advantage value, although their respective sizes has an influence. Finally, damage is applied to armies (and to the corresponding ships or buildings).</p>
<p><strong>Assigning experience points</strong></p>
<p>After all actual fighting has been computed, experience points are given to ships (buildings will have no XP in milestone 2, but that might change later). The amount of experience points granted to a ship is determined by the damage it inflicted to other ships, by the shots it intercepted, and by the damage the ground armies it carries inflicted.</p>
<p><strong>Next time&#8230;</strong></p>
<p>… I will explain the mechanics of space combat more precisely, and how it is affected by fleet tactics and strategies.</p>
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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>
]]></content:encoded>
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		<title>Travel and distances (1/5) : basics</title>
		<link>http://blog.legacyworlds.com/index.php/2008-11-25/travel-and-distances-1/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-11-25/travel-and-distances-1/#comments</comments>
		<pubDate>Tue, 25 Nov 2008 10:00:30 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[distance]]></category>
		<category><![CDATA[Hyperspace]]></category>
		<category><![CDATA[normal space]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[space travel]]></category>
		<category><![CDATA[Structure of the universe]]></category>
		<category><![CDATA[travel]]></category>
		<category><![CDATA[universe]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=47</guid>
		<description><![CDATA[Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel. It is therefore necessary to write rules regarding the method used to travel from [...]]]></description>
			<content:encoded><![CDATA[<p>Many types of objects in Legacy Worlds Beta 6 will have to travel the universe from one point to another. While this set obviously includes ships, many other elements such as probes, resource extractors or migrating populations will need to travel.</p>
<p>It is therefore necessary to write rules regarding the method used to travel from one location to another, and the distance it corresponds to. In order to do that, the different modes available have to be clearly defined, and the geography of the universe must be described more precisely than the vague definition we posted here <a title="earlier" href="http://blog.legacyworlds.com/index.php/2008-02-10/a-reshaped-universe/">earlier</a>.<span id="more-47"></span></p>
<p>There are two different methods an object may use while traveling through the universe.</p>
<ul>
<li> An object can be flying through normal space, in which case it will not be affected too much by gravity wells, but will on the other hand be slowed down by e.g. asteroid belts or Oort clouds. In addition, interstellar travel, while possible in normal space, is extremely slow.</li>
<li>An object can be traveling in Hyperspace, which allows relatively fast interstellar travel. However, Hyperspace is heavily affected by gravity wells; as a consequence, it is a highly inefficient way of moving inside a stellar system, although it allows bypassing asteroid belts and Oort clouds.</li>
</ul>
<p>The next thing we need is a notion of &#8220;distance&#8221;. In this case, we do not really need to define that distance in terms of real-world units (nor do we want to); what we need is a numeric value which can then be used to compute e.g. travel times.</p>
<p>Obviously, the actual distance between two locations is always the same; this distance is specifically fixed for each possible type of location. However, depending on whether an object is moving through normal space or Hyperspace, different multipliers will apply.</p>
<p>For example, adjacent systems are always 1000 distance units away from each other, but a x10 multiplier applies when traveling through normal space.</p>
<p>While the example above is very simple, multipliers are actually much more complicated than that. Many objects can affect the multipliers: nebulae, black holes, location in a stellar system, etc. What&#8217;s worse, the two multipliers (Hyperspace and normal space) are not affected in the same way by a given object; the typical example is the Hyperspace multiplier in a stellar system, which gets higher the closer you get to the star, and which is not applied to normal space travel at all.</p>
<p>In order to define both the &#8220;base&#8221; distances and the multipliers, defining the structure of every possible &#8220;geographic&#8221; object is necessary. The next posts in these series will therefore describe the structure of solar systems, the structure of &#8220;special&#8221; objects such as nebulae and supergates, and the rules that will govern interstellar travel. The final post in this series will combine all of these elements.</p>
]]></content:encoded>
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		<title>Ship hulls</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 06:36:52 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hulls]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</guid>
		<description><![CDATA[A ship&#8217;s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">A ship&#8217;s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew of officers to fly.</p>
<p align="justify">There are two main types of hulls. Standard, mechanical hulls are the most basic option, while it is possible later in the game to create biological ships if the proper technologies have been researched. Biological ships, while leaving slightly less internal space available, are more robust and possess natural regenerative properties; they also include a basic power generation unit.</p>
<p align="justify">In addition, it is possible to categorise ship hulls according to their size. Indeed ship hulls come in all sizes and shapes. The size of a ship hull determines how the ship will be used.</p>
<p><span id="more-26"></span></p>
<p align="justify">Ships using tiny hulls are appropriate as scouts, or later in the game, when miniaturisation has been perfected, as small fighters. Tiny hulls imply a high maneuverability but a low firepower and protection.</p>
<p align="justify">Small hulls make very good fighters. While still being highly maneuverable, they can support many more components than tiny hulls and are usually somewhat more robust. The default fighter design is based on a small hull.</p>
<p align="justify">Medium hulls are useful to make ground troops carriers, or high-power fighters. They are much less maneuverable by default than their smaller counterparts, but are clearly more robust.</p>
<p align="justify">Big hulls are appropriate for high-powered local defenses, or basic hyperspace-capable carrier crafts. They are about as maneuverable as a fridge, tho. However, they can take a beating before blowing up.</p>
<p align="justify">Huge hulls make excellent capital ships. Their size allows them to be outfitted with lots of weapons as well as hangar bays for smaller ships. While having a very low maneuverability, they are very robust.</p>
<p align="justify">Enormous hulls are, well, enormous. Whatever one might want to put inside a ship, it&#8217;s likely that this type of hull can handle it. However, their maneuverability is low, and while this is amply compensated by their great robustness, they will require a crew to fly.</p>
<p align="justify">Gigantic hulls are almost as big as possible. They are capable of carrying loads of equipment and are highly robust. They require a crew and are not quite maneuverable.</p>
<p align="justify">Colossal hulls are the biggest hulls available. Even gigantic hulls are small compared to these mastodons. Their maneuverability is as low as it gets, and they require a crew. But on the other hand, these can really be made into flying fortresses that can take as much of a pounding as an entire fleet of smaller ships.</p>
<p align="justify">The list of hulls players can use has been divided between mechanical and biological hulls. Both lists are ordered by size.</p>
<p align="justify">The first one deals with mechanical hulls.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left" width="150">Name</th>
<th align="center" width="100">Size</th>
<th align="center">Beta 5 equivalent</th>
<th align="center">Available by default</th>
</tr>
<tr>
<td><span class="new">Karakuri</span></td>
<td align="center">Tiny</td>
<td align="center">N/A</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Aegis</span></td>
<td align="center">Small</td>
<td align="center">Fighters</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Gungnir</span></td>
<td align="center">Medium</td>
<td align="center">G.A. ships</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Mistcalf</span></td>
<td align="center">Big</td>
<td align="center">Cruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Talos</span></td>
<td align="center">Huge</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Titan</span></td>
<td align="center">Enormous</td>
<td align="center">Battlecruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Dreadstar</span></td>
<td align="center">Gigantic</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Colossus</span></td>
<td align="center">Colossal</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
</table>
<p align="justify">The second list regroups biological hulls. None of these ships have direct equivalents in Beta 5, and none are available by default.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left">Name</th>
<th align="center" width="100">Size</th>
</tr>
<tr>
<td><span class="new">Krill</span></td>
<td align="center">Tiny</td>
</tr>
<tr>
<td><span class="new">Nautilus</span></td>
<td align="center">Small</td>
</tr>
<tr>
<td><span class="new">Narwhal</span></td>
<td align="center">Medium</td>
</tr>
<tr>
<td><span class="new">Wyvern</span></td>
<td align="center">Big</td>
</tr>
<tr>
<td><span class="new">Ouroboros</span></td>
<td align="center">Huge</td>
</tr>
<tr>
<td><span class="new">Kraken</span></td>
<td align="center">Enormous</td>
</tr>
<tr>
<td><span class="new">Hydra</span></td>
<td align="center">Gigantic</td>
</tr>
<tr>
<td><span class="new">Leviathan</span></td>
<td align="center">Colossal</td>
</tr>
</table>
]]></content:encoded>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Hangar bays</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/#comments</comments>
		<pubDate>Sun, 16 Mar 2008 08:49:56 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hangar bays]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace. The first set of hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace.</p>
<p><span id="more-25"></span></p>
<p>The first set of  hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing to carry more or less smaller ships.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Hangar bay</span></td>
<td>These basic bays allow to store the minimum number of ships. They are the ones available by default to all players.</td>
</tr>
<tr>
<td><span class="new">Fast deployment bay</span></td>
<td>A better organisation of ships in the hangar allow for more storage capacity.</td>
</tr>
<tr>
<td><span class="new">Robotized bay</span></td>
<td>Progress in robotisation allow ships to be piled inside the hangar bay, while still being able to be deployed at will, thus increasing the number of ships stored.</td>
</tr>
<tr>
<td><span class="new">Subspace compression bay</span></td>
<td>Using advanced phase shifting processes, these bays allow to store several ships at the same physical place in the bay.</td>
</tr>
<tr>
<td><span class="new">Singularity hangar bay</span></td>
<td>Using space-time folding, these bays allow to store more ships in non existent space from our reality point of view, thus having them look as way larger on the inside than they actually look from the outside.</td>
</tr>
</table>
<p>The second set is designed for biological ships. Their biological nature makes them all extensible, allowing them to store more ships than their mechanical counterparts.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new"> Ship pouch</span></td>
<td>An area where the smaller ships connect to the mother ship for transport. Its biological nature allows it to expand a lot.</td>
</tr>
<tr>
<td><span class="new">Subspace womb</span></td>
<td>An adaptation of the subspace compression techniques to biological ships.</td>
</tr>
<tr>
<td><span class="new">Singularity womb</span></td>
<td>An adaptation of the singularity hangar bay technology to biological ships.</td>
</tr>
</table>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>Generators (2/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/#comments</comments>
		<pubDate>Wed, 12 Mar 2008 09:16:10 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</guid>
		<description><![CDATA[As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators. Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls. Generator name Notes Photosynthetic generator The ship&#8217;s &#8220;skin&#8221; is covered [...]]]></description>
			<content:encoded><![CDATA[<p>As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.</p>
<p><span id="more-21"></span>Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Photosynthetic generator</span></td>
<td>The ship&#8217;s &#8220;skin&#8221; is covered with photosynthesis-capable cells.</td>
</tr>
<tr>
<td><span class="new">Mytochondrial generator</span></td>
<td>This organ concentrates as many mytochondrions as possible within its cells.</td>
</tr>
<tr>
<td><span class="new">Improved metabolism</span></td>
<td>This special module is not a generator per se; however, adding it on a biological ship causes the ship to create more energy.</td>
</tr>
<tr>
<td><span class="new">Phased mythochondrial generator</span></td>
<td>This organ uses phase-shifting to regroup multiple mytochondrial generators in the same space.</td>
</tr>
<tr>
<td><span class="new">Radiation harvesters</span></td>
<td>A specialized organ of the ship, it harnesses deep space radiation and converts it to energy</td>
</tr>
<tr>
<td><span class="new">Kynetic converters</span></td>
<td>These specialised cells grow onto the ship&#8217;s &#8220;skin&#8221;, where they collect energy from collisions with dust and micro-meteorites.</td>
</tr>
<tr>
<td><span class="new">Magnetic converters</span></td>
<td>This organ extracts energy from magnetic fields the ship flies through.</td>
</tr>
</table>
<p>Zero-point generators rely on advanced knowledge of the universe&#8217;s underlying structure. They are based on advanced concepts and considered to be compatible with both mechanical and biological ships.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Zero-point extractor</span></td>
<td>These generators use vacuum energy &#8211; an underlying background energy that exists in space even when devoid of matter.</td>
</tr>
<tr>
<td><span class="new">Planck extractor</span></td>
<td>A finer version of the zero-point extractor.</td>
</tr>
<tr>
<td><span class="new">Matter converter</span></td>
<td>This generator is able to transform just about anything that has a mass into energy.</td>
</tr>
<tr>
<td><span class="new">Vacuum integrator</span></td>
<td>This generator combines the abilities of the Planck extractor with that of the matter convertor, being able to convert even the smallest amount of matter into energy.</td>
</tr>
</table>
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<p class="printfooter">&nbsp;</p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
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		<item>
		<title>Mechanical generators</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/#comments</comments>
		<pubDate>Sat, 08 Mar 2008 08:54:34 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators &#8211; which are of course [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades.</p>
<p>In this first post we introduce the mechanical generators &#8211; which are of course specific to mechanical ships. A second, later post will present the other generator types.</p>
<p><span id="more-20"></span><br />
Passive generators are generators that collect energy from external sources and convert it.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Photovoltaic generator</td>
<td>Basic solar generator, available by default.</td>
</tr>
<tr>
<td>Concentrated solar generator</td>
<td>This high-density photovoltaic generator is able to generate more power by harnessing a wider range of wavelengths.</td>
</tr>
<tr>
<td>Thermoelectric generator</td>
<td>This generator collects heat from the ship&#8217;s hull &#8211; even temperatures slightly above absolute zero are enough.</td>
</tr>
<tr>
<td><span class="new">Solar mass fluctuation generator</span></td>
<td>Uses the fluctuations in solar mass in a way similar to seawave energy harvesting.</td>
</tr>
</table>
<p>Nuclear generators are generators based on nuclear reactions. They are the most basis power source and the first level of nuclear generators is the one available to all players at the beginning of the game.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Fission generator</td>
<td>The most basic type of generator; relies on nuclear fission and is quite bulky.</td>
</tr>
<tr>
<td><span class="new">Laser fusion generator</span></td>
<td>This generator uses high-energy lasers to maintain inertial confinement.</td>
</tr>
<tr>
<td><span class="new">Microfission generator</span></td>
<td>This variant of the fission generator is created through the use of more efficient energy collectors. It generates as much power in a much smaller space.</td>
</tr>
<tr>
<td><span class="new">Magnetic fusion generator</span></td>
<td>While more efficient than fission generator, this generator is even more bulky.</td>
</tr>
<tr>
<td><span class="new">Bubble fusion generator</span></td>
<td>This generator generates fusion reactions in bubbles found in a liquid container using sound waves; while much less efficient than other fusion generators, it is also much smaller.</td>
</tr>
<tr>
<td><span class="new">Quark fusion generator</span></td>
<td>This generator uses fusion reactions in a quark-gluon plasma to generate energy.</td>
</tr>
<tr>
<td><span class="new">GraDil fusion generator</span></td>
<td>This generator relies on gravitons and dilatons to create an artificial gravity field used to confine a quark-gluon plasma.</td>
</tr>
</table>
<p>Anti-matter generators are based on matter / anti-matter reactions.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Obliteration generator</span></td>
<td>Matter and antimatter obliterate themselves in a controlled environment to produce energy.</td>
</tr>
<tr>
<td><span class="new">Antimatter harvesters</span></td>
<td>Biological beings that exist between two planes of existence; they are capable of seeing antimatter and can harvest it for use in the ship&#8217;s antimmatter generators.</td>
</tr>
<tr>
<td><span class="new">Anti-particle colliders</span></td>
<td>An improvement on the obliteration generator which uses miniaturised particle accelerators to accelerate both matter and antimatter.</td>
</tr>
<tr>
<td><span class="new">Ambiplasma generator</span></td>
<td>This generator uses ambiplasma, an equal mixture of ionized matter and anti-matter.</td>
</tr>
</table>
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