ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
a projectile is intercepted when the module InterceptionAccuracy is greater than a random number between 0 and the module InterceptionEvasion multiply by the (module TurnToReach + 1)
Do I understand it correctly ?
If you have a highTurnToReach value then you have a better chance to not being intercepted ? O_o It would mean that a slow missile has better chance to evade the flak.
Igncom1 wrote: Sooooo.....if i were to add all three weapon tags to the shields, will they block them all?
I love it when people don't actually READ the thread they're replying to.
ThorTillas wrote: far far ago, I ask my designers about "Could we build a defense module against 2 weapon types?". The answer is "No, keep it simple as possible".
So no, you will not be able to add a module which will absord/deflect or intercept some laser AND kinetic.
But, you will be able to absorb AND deflect AND intercept any kind of weapon type.
Evil4Zerggin wrote: Do I understand it correctly ?
If you have a highTurnToReach value then you have a better chance to not being intercepted ? O_o It would mean that a slow missile has better chance to evade the flak.
With TurntoReach1 if you have InterceptionAccuracy 100 and InterceptionEvasion 100 you have:
100 vs rnd(0,100) x 2 chance to interrupt missile
You need 49 or lower to interrupt missile, you have exactly 1 roll.
With TurntoReach3 with same values you have:
100 vs rnd(0,100) x 4
100 vs rnd(0,100) x 4
100 vs rnd(0,100) x 4
You need 24 or lower to interrupt missile, you have 3 rolls
In first case you have exactly 50% chance to interrupt missile.
With second case you have 1-(3x(3/4)) ~ 58% chance to interrupt missile.
I think the idea is to make the interception chance relatively independent of the speed of the missile-- slower missiles evade better but the flaks get more turns to try to shoot them down.
So i was looking through the armor, shielding modules for defense and forgive me as I'm at work and don't have the code to look at, however, I wanted to pack two defenses on a single module.
So say Kinetic Armor gets a slight bump in absorption. I tried giving it a straight bump which showed up in game, however, i really didn't get the impression it did anything.
I then noticed at each armor module had a separate designation(?) after the absorption/deflection properties something like Kinetic...
Does this tell the module that when it encounters a specific module type to block the damage specified in the properties and ignore anything else. If so then if I pack two types in there such as:
Kinetic
Laser
If I then add defense for absorption and deflection will this module block both?
Again I apologize as I'm not looking at the code and trying to remember it from 2am last night, when the inspiration hit me...
Yeah but you know it is still good to keep a part of mystery in a relationship ^^
I think the marke... sorry, the communication team will certainly do it when we will able to have some "release date" around... For now, I don't even know when the next release will be so...
a projectile is intercepted when the module InterceptionAccuracy is greater than a random number between 0 and the module InterceptionEvasion multiply by the (module TurnToReach + 1)
MATH! GLORIOUS MATH!
This needs to be explained in the game somewhere, as up until now, how flak and missiles interacted was a complete mystery.
ThorTillas wrote: far far ago, I ask my designers about "Could we build a defense module against 2 weapon types?". The answer is "No, keep it simple as possible".
So no, you will not be able to add a module which will absord/deflect or intercept some laser AND kinetic.
But, you will be able to absorb AND deflect AND intercept any kind of weapon type.
(automatically.)
Florian,
Thank you my friend. I'm disheartened but appreciate the quick follow up so I won't spend hours trying to make something impossible it work.. We're essentially running with the "Rock, Paper, Scissors" theme for weapons and modules. No Rock & Paper combo modules..
On my own game I've made ships more costly and harder to kill, yet slower to build. But I know the AI doesn't retrofit and with ships now slower to build I wanted to "protect" the AI so that when I show up with Lasers the AI will at least have a modicum of protection and won't get obliterated in one pass before they can react to the new weapon system and crank out ships to defend my weapon of choice.
It also sort of kept the flavor or theme of thicker hulls and shaped armors / deflection being able to shunt some of the lasers power.
far far ago, I ask my designers about "Could we build a defense module against 2 weapon types?". The answer is "No, keep it simple as possible".
So no, you will not be able to add a module which will absord/deflect or intercept some laser AND kinetic.
But, you will be able to absorb AND deflect AND intercept any kind of weapon type.
Here are the "rules" for the several defense type for each battle round (4 round per phase for now).
Interception :
a projectile is intercepted when the module InterceptionAccuracy is greater than a random number between 0 and the module InterceptionEvasion multiply by the (module TurnToReach + 1)
Absorbtion :
absorb the module Absorbtion damage.
Deflection :
deflect the module DeflectionPerTurn projectile. (automatically.)
hrmm i'm worried that i might be only able to add one type of protection at a time. Tried the following below. No luck... Tried also with Kinetic and it seemed to work fine, however, i noticed that the absorption might have been removed.
I've never actually tested it but it should work. Don't forget to add the apporiate reflection animation when you add a defensive property to the module.
iblise wrote: If I understand what your asking, then yes, you can have kinetic armor absorb multiple attack styles by adding a value to the associated field.
Yep you got it. exactly what I was asking my friend. I tried just adding a value to the absorption on the kinetic deflection module and I didn't seem to have any success.. Maybe I didn't make the value high enough when testing. I should dramatically increase it to verify it.
I also saw that Kinetic listed in there underneath the absorption/deflection properties. I wondered what effect this had as well.
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