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The approach-based combat AI has some drawbacks:

 

  • Turret distribution and damage isn’t explicitly accounted for so line-of-sight can be lost for main turrets.
  • The Balor is fragile so trying to bombarding with integral missiles from range would make sense.
  • The Sucellus’ integral gun is spinally-mounted, so trying to point towards a target would make sense.

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  • Potential DPS is split around 6 by cardinal points, with up to 3 usable per target.
  • As mentioned above, the slower the attacker, the lower the damage they can apply.
  • It is unknown how well Overrun URVs may work on fighters.
  • It is unknown whether Assault URVs are broken in low attention or not.
  • Whilst the launching of drones is not simulated, they do add anti-fighter damage and they can be randomly lost.

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Station combat 

Stations are very tough and generally very well armed - often to greater extents than the largest combat capital. Their minor weaknesses are that they don't have hull shields and cannot move. So all hull damage they receive needs repairing (automatically for NPCs; with CVs are purchased wares for the player...) and substantial damage can impact on their manufacturing rates. On the other range, they have much more hitpoints than capital ships and are indestructible. So although individual modules can be wrecked, they can be repaired later.

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