Phoenix Space Combat System for Dummies - Part Five Hit!


It's a couple of big warships from the Starship Troopers Universe where you can imagine some of the Human factions fighting a Hex type group.


For the purposes of moving through a ships defensive protection we shall be using one of the more vanilla weapons in the game - the Photon Gun. This is because many other weapons are designed to affect some damage layers differently and though we might touch on these in some of the individual defence blog posts most detail will be saved for looking at the weapon individually. This sort of weapon is also not impacted by point defence which removes an added complication. Photon weaponry is the main most 'energy' weapon type in game and ranges from light photon guns, photon guns to photon cannons and photon batteries. The Mark IV variant of this weapon does exactly 90 Damage if it hits an enemy (note that weapon damage is fixed so is always at that value, no randomness with the maximum damage it might cause).

When a photon/nova weapon hits a ship each individual hit is handled separately (though all weapons of the same type are reported as a group)  

i.e 

Round 1:  30 Photon Gun mkIVs   - 29 hits - 761 (398) [2610] damage - 95% 

So in this case each one of thirty Photon Guns fired separately and was handled by the application separately with it being reported on one row (per round). Each weapon is grouped for the Battle Report with others of exactly the same Mark and Type ( so if you had 10 Photon Gun II's, 30 Photon Gun IVs and 2 Photon Cannon I's then you would see three lines on the battle report per round).

When a weapon hits think of the defending ship as a layered object as follows (naturally if you don’t provide armour/scints/shields your own ships could be missing various defensive levels. Traders would often only have 'hulls') 

As a rough visual conception it looks something like this 

A cross section of everyone's favourite Rogue Trader 'Firefly'

In the center is the juicy innards containing Crew, weapons, engines, cargo and all other internal items.  

This is surrounded by a layer of hulls. 

This is potentially surrounded by a layer of armour. 

This is potentially surrounded by protection provided by the Shields 

This is potentially surrounded by protection provided by Scintillators 

Any hit starts at the outside of the object and has to work its way progressively through each layer starting with the Scintillators  (if they exist). Apart from scintillators all levels follow the same pattern of degradation and the more damage they block the potentially weaker their defences get. Scintillators are a major exception in that they don’t degrade through use but can degrade as the ships scintillators are blown up. Shields degrade both through absorbing damage and when the shield internal items are destroyed. Armour degrades in much the same way and hulls are destroyed until the ship is destroyed. 

We shall continue are path through combat by looking at the outside layer and 'Scintillators'  next.



Comments

Popular posts from this blog

Phoenix Space Combat System for Dummies - Part Eleven Test Battle Alpha

Phoenix Combat Game Improvements

Phoenix Space Combat System for Dummies - Part Eight Armour