elanaagain -> RE: Ship Damage - some empiral data, and observations (6/16/2013 1:48:27 AM)
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Given all the details in this thread about armor, reactive armor; might the community particiapte in creating, writing a ship combat doctrine summary? All the math is great , but its scattered, etc. For example I have started with a summary I use. Attempt at weapon vs armor ship doctrine Against (reactive) armored target: Level 1 Maxos Blaster @ range 100: strikes w str of 4, (some distance losses), ArmReact(2) reduce damage to 2 [->destroy armor =20%]. Level 1 Rail Gun @ range 100: strikes w str of 6 (no distance losses), ArmReact(2) reduce damage to 4 [->destroy armor = 40%]. Notes: rail guns, missiles = [50% reduction destroying armor), damage is 2 [->destroy armor =20%]. (Armor Standard Rating = 10, damage of 2 divided by 10) Therefore, rail better @ range 100. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Level 3 Impact Assault Blaster @ range 100: strikes w str of 9 (3 distance loss), ArmReact(2) reduce damage to 7 [->destroy armor =70%]. (Armor Standard Rating = 10, damage of 7 divided by 10) Level 3 Shockwave Torpedo @ range 100: strikes with str of 20 (4 distance loss), ArmReact(2) reduce damage to 18 [->destroy armor =100%]. Armor Standard Rating is 10, therefore ->damage of 18 divided by ArmReact (10) = 100% Note: Rail guns less accurate, much shorter range. THEREFORE shockwave better than impact assault blaster. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Rail guns [intended counter =] armor, ^speed/^maneuver, ECM. Gravitic weapons [intended counter=] speed/maneuver -> (missiles, torpedoes significantly outrange GravWeap), ECM, larger size, repair bots. Phaser weapons better at penetrating armor: ArmReact=50% vs phaser strike. Targeting unarmored (or no armor left) ships? normal components, remaining damage reduced by SIZE of each destroyed component, until damage is exhausted (i.e. single shot can damage multiple components). Damage hits normal components (NOT armor components) also reduced by damage reduction percentage first, then remaining damage amount destroys components. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ How would this be expanded to other weapons, etc?
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