Before we can understand how combat works, we have to know that every battle has four basic parameters that affect combat: Weapon Power aka Weaponry , Shield Power aka Shielding , and Hull plating , and Rapid Fire , which can be significant to the outcome.
Each combat can have 3 outcomes: attacker wins, draw, and defender wins; Each combat is organized in rounds. There are at most 6 rounds, which means that if the attacker is not able to destroy all the defender's units in 6 rounds, the combat ends with a draw. In the beginning of each round, every unit starts with its Weaponry with value W and Shielding with value S at its initial value specific of each ship plus technology upgrades. The Hull Plating with value H has the value of previous round initial value of the ship if it is the first round.
For every unit that has exploded during the round, it is removed and thus does not appear in the next round. If every unit of a side attacker or defender is destroyed at the end of the round, the battle ends with the opposite side winning. Both teams have 0 technology of weaponry, shield and hull plating. With these technologies, Cruiser for instance will have Hull Plating, 50 Shield and Weaponry using an abbreviated notation.
Cruiser with fires at Missile Launcher with ; result is Missile Launcher with Missile Launcher with fires at Cruiser with ; result is Cruiser with Heavy Laser with fires at Cruiser with ; result is Cruiser with Heavy Laser lost all its integrity, remove it from battle. In this case, the attacker will pillage resources from the defender's planet.
The maximum amount of resources he can pillage even if he has sufficient Cargo Capacity , is one half of the total amount of each resource. As such, everything is considered to have fired at the same time and nothing goes first. The game mechanics are complex but in its simplest form: the game keeps track of how many things shot at unit X, determines whether anything bounced, and then calculates damage.
This means a single rocket launcher can be hit and even destroyed from multiple ships and it isn't until the end of the round when it is determined how many units were actually destroyed.
Once the determination of "what remains" is finished, the next round begins if necessary. Also, you are correct, the bouncing affect can only happen with shields. Yes, I know that the same ship can be fired at multiple times even after it's Hull is completely destroyed, only at the end of the round it's removed. I didn't know that the attacks would happen at the same time Then, that means that anything that can't damage a Deathstar will still be unable to damage a Deathstar even with another Deathstar on it's side defending side in this case right?
All units of a type fire at the same time eg all rocketlaunchers at once but the units have a firing order. So you can see the defending Deathstar fires before all the defence units fir. If the defending deathstar takes out the attacking deathstars shield, like in your example, all defence units that shoot after it, can damage the attacking deathstar. I see, and yes, that "fire order" that you mentioned is exactly what I needed to know.
When you click the button, TrashSim will be opened in a new tab. This will automatically load the fleets of your opponent. But also his defence if available, his combat technologies and even the correct settings for your OGame server. When you have selected your ideal fleet to crash your opponent, you can go back to OGame. Afterwards you check your target his activity, select your fleet and launch it.
Your opponent will be wondering what happened after you have collected your profit. You can convert your awesome battle with OGotcha. A simple combat report converter. Your combat reports will contain a direct link to OGotcha, this to make your life easier.
Just click the button and it will open OGotcha in a new tab. This wil also automatically convert the report for you. You can share the report with your friends on any OGame board or your social media channel.
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