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Weltverschwoerung.de Spiel: Black Nova Traders

Tizian

Großer Auserwählter
14. Mai 2002
1.591
3 Basen reichen für den Anfang - dann gehört einem der Sektor und man kann seine Eigenschaften rechts oben anpassen! :wink:
 

Tortenhuber

Meister vom Königlichen Gewölbe
10. April 2002
1.490
sektorverteidigung über schiff > fighter oder torpedos, dann kann man welche in den raum ablassen, aber fighter brauchen pro stück 0.5 Energie glaubsch
 

lemonstar

Großmeister
23. Oktober 2002
87
Hier ist die Antwort auf die Frage wie die Combat Engine funktioniert:


Combat now requires energy for beams and shields. If you have 20k energy on your ship and your beams can support 25k beams and your shields are at 25k shields, you'll actually get 20k beams and 0 shields. The reason is that beams use energy before shields do. In this example, you'd have to have 50k energy on hand for beams and shields to both be at max power.

Ship to Ship Combat

Ship to ship combat happens in a very straightforward manner. Here we go. I'll be using the following method to determine who is the attacker and who is the defender. a_shields is attacker shields. d_shields is defender shields. No here we go.

1. First, a_engines and d_engines are compared. A chance to attack is determined by this formula: success=(10-d_engines+a_engines)*5. This number is then compared to a random number between 1 and 100. If the random number is higher than the success number, the attack goes on. Otherwise you get a message saying "Target out maneuvered you!".

Here's an example. If your engines are 13 and his engines are 16, then we calculate the success rate as (10-16+13)*5. The result is 35. Hence, you have a 65% chance (35% chance to fail) to succeed.

2. Second, a_sensors and d_cloak are compared. A chance to attack is determined by this formula: success=(10-d_cloak+a_sensors)*5. This number is then compared to a random number between 1 and 100. If the random number is lower than the success number, the attack goes on. Otherwise you get a message saying "Unable to get a lock on target!".

Here's an example. If your sensors are 7 and his cloak is 3, then we calculate the success rate as (10-3+7)*5. This result is 70. This means you have a straight 70% chance of success.

I know this looks the same as the above engines check, but here you get the success percent right away. There you have to subtract from 100. Looks like two different people wrote this code. Incidentally, there's always at least a 5% success or 5% failure chance. Nothing is certain.

3. Okay, now combat is a go. If the defender has an Emergency Warp Device, it is used and the defender is sent to a random sector between 1 and the max sector number, which is 5000 in this game. Combat, of course, would end. If the defender has no Emergency Warp Devices, combat is continued.

4. First, beams are exchanged against fighters. The a_beams will destroy up to half of the d_fighters and vice versa.

For example, you have 20,000 beams and he has 14,000 fighters. Your beams will take out 7,000 fighters (half) and leave you with 13,000 beams left over. If you had 20,000 beams and he had 47,000 fighters, you would take out 20,000 fighters. That would leave you with 0 beams and leave him with 27,000 fighters.

5. This step only happens if either player has any beams left. Assume we have beams left. The a_beams will go against d_shields. If the beams are higher, they will negate all of the shields and there will still be some beams left over. The same thing goes for the defender's beams against your shields.

For example, you have 7,000 beams left over from the previous step. Your opponent has 20,000 shields. Your beams would take away 7,000 shield points and your beams would be done. If he had had only 6,000 shields, your beams would have taken away all shields and left you with 1,000 beams left over.

6. This step also only happens if there are beams left over from the previous two steps. In this step, a_beams are matched up against d_armor. If your beams are greater than his armor, then he is going to die. If your beams aren't high enough, you just take away that many points of armor.

For example, you have 3,000 beams left over and the opponent has 40,000 armor. You'll take away 3,000, leaving him with 37,000 armor. If he had 3,000 armor or less, he would die in the conflict. Death equates to an armor rating of 0 or less.

7. Now we have an exchange of torpedoes. In this version of the game (blacknova.net 3/6/01) torps have a damage rating of 10. This is something that can be changed in the config file, so it might not always be the same. First off, torp damage is calculated by multiplying the number of torps you have by the torp damage rate. So, if you had 400 torps, your torp damage would be 4,000 (400*10).

If the defender has any fighters left, the torp damage will take out up to half of them. It's basically the same as with the beams. So, if your torp damage is 4,000 and d_fighters is 5,000, you will take out 2,500 fighters. That'll leave you with 1,500 worth of torp damage to work with. If he had had 10,000 fighters, you would have taken out a full 4,000 of them. You wouldn't have any torp damage left though.

8. If you have any torp damage left, it is applied to the defender's armor. So, if you had 4,000 torp damage left, you'd take away 4,000 armor.

9. Now, fighters attack. Your original fighters total is subtracted from his fighter total, and his original total is deleted from yours. This might not seem immediately intuitive, but it is. I'll give some examples.

You have 40,000 and he has 36,000. You'll end up with 4,000 left over and he'll end up with 0.
You have 20,000 and he has 20,000. You'll both end up with 0.
You have 15,000 and he has 27,000. You'll end up with 0 and he'll end up with 12,000.

10. If there are any fighters left, they are applied to the defender's armor. So, if you have 34,000 fighters left, you can do 34,000 damage to d_armor. If the defender doesn't have enough armor left, too bad.

11. The last step is to test whether or not either player is dead. If either player has armor of 0 or less, they are dead. If you die, life sucks. You learned a hard lesson. If your opponent dies and you live, you get some money based on salvaging his ship. If you want to know how much, look in the code. I'm tired.

Ship to Planet Combat

This works almost exactly the same as above. If the defender's ship is not on the planet, then the planet is considered defeated if its shields and fighters are reduced to 0. The planet has no armor, so skip the part where you attack the opponent's armor.

If the planet's owner is on the planet, then things are somewhat more complicated. You should understand how combat works from the above listing, so I'll just list the order in which things happen.

1. Your beams can take out up to half of the planet's fighters.
2. Planet beams take out up to half of your fighters.
3. Owner beams take out up to half of your fighters.
4. Player beams go against planet shields.
5. Planet beams go against your shields.
6. Owner beams go against your shields.
7. Your beams go against owner armor.
8. Planet beams go against your armor.
9. Owner beams go against your armor.
10. Your torp damage takes out planet fighters.
11. Your torp damage takes out up to half of the owner's fighter.
12. Planet torps take out up to half of your fighters.
13. Owner torps take out up to half of your fighters.
14. Your torp damage goes against owner's armor.
15. Planet torp damage goes against your armor.
16. Owner torp damage goes against your armor.
17. Your fighters go against planet fighters.
18. Your fighters go against owner fighters.
19. Your fighters go against planet shields.
20. Your fighters go against owner armor.
21. Planet fighters go against your armor.
22. Owner fighters go against your armor.
23. If your armor is 0 or less, you die. Bozo.
24. If owner armor is 0 or less, he dies. Good job.
25. If you're alive, he's dead, and the planet has no fighters or shields, you win and get the planet. Well played.

See, I told you it was easy.
 

lemonstar

Großmeister
23. Oktober 2002
87
Hört hier mal bald diese Scannerei auf, das macht mich nervös und dann neige ich dazu unbedachte Angriffe zu fliegen.
Also zu eurem eigenen Schutz ;-)
 

Trasher

Ritter der ehernen Schlange
10. April 2002
4.104
lemonstar schrieb:
Hört hier mal bald diese Scannerei auf, das macht mich nervös und dann neige ich dazu unbedachte Angriffe zu fliegen.
Also zu eurem eigenen Schutz ;-)

Wer nichts zu verbergen hat, der hat auch nichts zu befürchten...
 

Tizian

Großer Auserwählter
14. Mai 2002
1.591
Sektor 3001:
lemonstar schrieb:
Einmal hier scannen kostet dich einen Planeten!

Moment mal, ich lege mir 25 Genesis Torpedos zu, überschreibe sie dir und dann darf ich da 25 Mal scannen, oder? :wink: :lol:

Aber 1004 hört sich, obwohl es nur ein Planet ist, wichtiger an . . . :?:

Mir egal . . .
 

BongBenny

Geselle
11. September 2002
27
Wie kann man denn von nem fairem Spiel reden wenn zwei neue ( Butterfaß und Tzz), wenn es überhaupt neue sind, mit 2,172 Zügen über 25 Planeten und über 1 Mrd Leute besitzen? Und zufällig zur Allianz 0001 gehören?

Ich fand das Spiel ja ganz lustig aber so macht es echt keinen Spaß mehr!!!!!
 

lemonstar

Großmeister
23. Oktober 2002
87
Hier die Antwort: http://www.weltverschwoerung.de/modules.php?name=Forums&file=viewtopic&p=91095#91095

tzz ist bekanntermassen Hugo, also keineswegs neu.
Butterfass ist auch kein neues Gesicht, gestorben und nun unter anderem Namen unterwegs.
Ist es so erstaunlich, dass die Leute ihre alten Planeten wieder einsammeln?

Warum sie in 0001 sind, eher zufällig. Ich habe auch nichts mit dem steilen Aufstieg (mehr ein weitermachen wo man gestorben ist) zu tun. Fürst von Metternich ist auch bei 0001 und kommt nur langsam voran.
 

KeepCool

Geheimer Meister
8. Mai 2002
370
Träum weiter. Man schafft es kaum einen Gegner zu besiegen der NUR ein wenig besser ist als du. Selbst wenn alle zusammenhalten würden könnte es keiner schaffen. Höchstens ihr eingigt euch auf einen und Pusht ihn. Und der tritt dan gegen beide einzeln an.
 

QuadWord

Vollkommener Meister
16. Juli 2002
542
Das sehe ich auch so. Schickt mir einfach eine Mail, oder macht eine Abstimmung, wenn ich die Runde neu starten kann.

- QuadWord
 

Yoda

Vorsteher und Richter
10. April 2002
781
na schön, also ich bin für einen neustart am 1. dezember. dann haben alle noch genau ne woche zeit, ihren punktestand zu verbessern.

wer ist dafür?
 

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