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A turn-based grand strategy game in space: Defend Earth against an alien invasion from the edge of the Solar System. Negotiate with the various governments of Earth and secure their support - One way or the other. Establish your bases on other planets to take the fight to the enemy. Design and build powerful spaceships, then take them into battle.

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accuracy (Games : Solar War : Forum : General Discussion : accuracy) Locked
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Nov 1 2013 Anchor

Can you provide the precise formula for accuracy? In particular, how exactly do the different accuracy fall-off ratings translate into accuracy loss?

Also, in the ship design interface, ECM module stats don't seem to be factored into the reported ECM: evasion score.

Finally, how is base evasion calculated, since both aferburners and attitude thrusters are reported as decreasing evasion.

PS, what is the armor mechanic?

PPS, Microwave Beam is stated in game as being more powerful than X-ray laser, which should be the other way around.

Edited by: greysuit

Nov 2 2013 Anchor

OK, math dump incoming. :D

Accuracy falloff at range works based on the "accurateRange" value in the weapon definition. The penalty is a simple (range / accurateRange).

For a Rail Gun the range is 7.5. This means at 7.5 distance you lose 100% from whatever your point-blank accuracy is. At 3.75 distance you lose 50%.

The overall formula for hit chance is 90% + (global accuracy bonus from sensors) + (weapon accuracy bonus) + (difficulty level modifier, if any) - (target evasion) - (range falloff). Final hit chance is then constrained to the 5% - 95% range, to leave a bit of randomness in any situation.

For basic modules your ships starts getting an evasion penalty if its speed is below 2.0, higher speeds don't give positive evasion though. If turn rate is made worse than 1.0 (as with Afterburners), that gets multiplied with the speed for this purpose. The reason Attitude Thrusters give you a penalty is simply because they reduce overall speed so much.

The ECM strength not being displayed in the ship designer is a bug, I'll fix that in the next update. It's only a display bug, it works fine in actual battle, as long as you have an engineer to operate it.

As for the X-Ray laser, looks like I forgot to show the main advantage in the tooltip. Going to fix that for the next update. It has 15% of its damage bypass armor entirely, where the Microwave beam only has 10%. So despite the slightly lower base damage, the X-ray should be more powerful in most situations. That is, unless the target has already been mostly stripped of armor.

Oh, and the accuracy values in the tooltip are arranged as follows:
Very low: less than 6
Low: 6-10
Good: 10-20
Excellent: 20 and above

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