Sins of a Solar Empire : Real-Time Strategy. Unrivalled Scale.
© 2003-2016 Ironclad Games Corporation Vancouver, BC. All rights reserved.
© 2006-2016 Stardock Entertainment

Combat Mechanics

By on March 25, 2008 5:27:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ptarth

Join Date 02/2007
+90

Combat Mechanics & Questions

The following is all of the information I have collected for understanding the combat mechanics in Sins. I’ve noticed that many of these questions come up and clutter the board. Hopefully this may be of use to the community.

Please Read, Enjoy, Comment, and Prosper.

Hull
Hull is a ship’s secondary defense. When hull strength reaches zero, the ship is destroyed.

Hull Restore Rate
Hull restore rate is the amount of hull points regenerated per second. Regeneration occurs both in and out of combat. Hull Restoration is dropped to 50% while in combat.

Shields
Shields are a ship’s primary deference. When shield strength reaches zero, further weapon damage is applied to hull.

Shield Restore Rate
Shield restore rate is the amount of shield points regenerated per second. Regeneration occurs both in and out of combat.

In Combat

A ship is In Combat if it has been damaged within the last 10 seconds.

Weapon Damage
Weapons damage is first done to shield, and once shields are at zero, further damage is applied directly to hull strength. Phase missiles have a chance of bypassing shields and possibly shield mitigation.

Armor
Armor decreases the damage received from attacks. Each point of armor reduces the effectiveness of weapons by a factor of 5%, however this is not a straightforward reduction. Instead it reduces the effectiveness of weapons by factor of 1/(1 + armor * .05).

Another way of calculating the effect of armor is to consider each point of armor an increase to the base hull strength of the ship by 5%. However, armor is more effective than a straight hull strength increase because it increases the effective hull regeneration rate (again by a factor of 5% per point of armor).

Example of Armor Mechanics

An Arcova Scout Frigate shoots (weapon damage 24) at a Kol Battleship (hull 3000, armor 5). The Scout will do 24/(1 + .05 * 5) = 19.2 damage. Ignoring all other combat mechanics, it will take the scout 3000/19.2 = 156.25 shots to destroy the Kol.

Calculating the armor as a straight hull strength increase, using the same situation, the Kol Battleship now has an effective hull strength of 3000 * (1 + .05 * 4) = 3750. Ignoring all other combat mechanics, it will take the scout 3750/24 = 156.25 shots to destroy the Kol.

Shield Mitigation
Shield mitigation decreases the damage received from all attacks regardless of source. Shield mitigation starts at a base of 15% and increases as more damage is accumulated. It is believed it is a direct reduction in weapon damage, unlike armor’s indirection function.

Shield mitigation is present when the shields are down.

Shield mitigation starts at 15% and maximizes at 65% for capital ships and 60% for frigates. As capital ships level up, maximum shield mitigation increases by 0.0111 per level, which leads to a maximum reduction of 74.999%.

Source file data suggest that shield mitigation starts at 15%, increases 1% per 10 points of damage, and reduces 1.25% per second. Under normal circumstances 450 damage must strike a frigate (single one second salvo), or 600 damage for capital ships, to maximize shield mitigation. A damage per second rate of 12.5 will cause shield mitigation to remain stable.

For damage to count towards shield mitigation, it must strike the ship. It is unknown if mitigation kicks in before or after damage factors (like armor, weapon type & armor type, various powerups, etc). It most likely after all damage multipliers. Shield mitigation most increases after every shot, so high damage per shot weapons will cause more damage than low damage per shot weapons with DPS held constant.

Some observations have been made that suggest that some of the capital ship specials are not reduced by shield mitigation, this is unconfirmed.

 

Example of how Shield Mitigation works:
We aren't sure when mitigation adds up, before or after modifiers, regardless the following example should explain the fundamentals behind it. I used overwhelming damage to skip over the timing problem.

Your level 1 Kol Battleship (hull 3000, shields 1250, max mitigation 65%, starting mitigation 15%, ignoring all other parameters) engages a ship that does 1000 damage per second with a single shot. The first shot does 1000 damage, shield mitigation reduces it by another 15% to (1000 * (1 - .85)) 850 damage. This reduces the Kol's shields (1250 - 850) to 400. Shield mitigation increases by 1% per 10 points of damage, depending on when shield mitigation increases (it either is increased by 850 or 1000) either way that's more than enough to add 50% shield mitigation (only 500 damage is necessary) so the Kol's shield mitigation reaches maximum at 65% damage reduction. All further shots are reduced by 65%.

Continuing, that would mean for the next 1000 damage shot, shield mitigation reduces it by 65% (1000 * (1 - 65%)) to 350 damage.

Without shield mitigation your Kol would have been destroyed after ((3000 + 1250)/1000) 4.25 shots.
With minimum shield mitigation your Kol would have been destroyed after ((3000 + 1250)/850) 5 shots.
However with increasing shield mitigation your Kol will last for (((3000 + 1250 - 850)/350) + 1) 9.71 shots.

This also demonstrates the usefulness of specials that decrease damage mitigation. A special that reduces shield mitigation by 30% would in effect double the amount of damage dealt (max mitigation is 65%, 35% effective damage is getting through, adding on another 30% from the special increases your effective damage to 65%).

Damage Type
Damage type combined with the armor type of the target determines how much actual damage occurs. The modifier is a percentage.

Armor Type
Armor type combined with the damage type of the attacker determines how much actual damage occurs. The modifier is a percentage.

Accuracy
Accuracy is a modifier on the probability to hit a target. It has been observed that ships do not always hit their targets; possible causes are distance and movement. The accuracy value somehow combines with this underlying accuracy value to determine hit probabilities. All ships have a 100% accuracy modifier to hit frigates and capital ships and a penalty to hit strikecraft.

Hit %
Some ships, like the Akkan Battlecruiser have an ability that increases the Hit % of other ships. It is currently unknown what this does, if anything. It has been observed that moving ships suffer a reduction in firing speed and accuracy, this may be because of targetting problems or it may be because moving reduces accuracy and firing rates. Additionally, strikecraft have a reduced chance to be hit. The Hit % up ability may increase accuracy in either, one, or neither of these situtations. Further experimentation is necessary for this to be resolved.

Another point of interest in the topic is that asteroid fields have a negative to hit penalty, which may be countered by positive hit % abilities. This also suggests, that if accuracy is currently implimented in Sins, that it is present in all combat situations.

A possible test is to setup a multiplayer game and then run many trials pitting strikecraft against a anti-strikecraft ship and an Akkan (with and without the hit % up ability) compare the average time to destroy the strike craft after 40 trials of each condition (with & without ability). This may provide insight.

 

 

Weapon Type, Armor Type, & Accuracy
The following is a chart that matches weapon type against the armor type of the target. All values have been modified by accuracy, but because only strikecraft have a reduced accuracy values, only strikecraft values change.

The chart can be used in two ways, to find targets to destroy or to find counter units.

To use the chart to find counter units, find the ship you want to destroy on the top, go down the row of numbers until you find a large modifier, and then look to the left to see what ship causes it. That’s what you want to use against it.

To use it to find targets to destroy, find your ship on the left, and then go across the row looking for high percentages.

Example of Chart Use:

Let’s say you’ve been troubled by LRM swarming and want to stop them.

Looking up LRMs at the top of the table, we find that they have Light Armor. Looking down the column we find that Fighters do 200% damage, Scouts do 200% damage, Colony Ships do 200% damage, and Anti-strikecraft do 100% damage. Thus we would want to look at the dps and cost of those ships to evaluate which would be best, and avoiding using Basic Assault frigates which would only do 75% damage.

Likewise you can use the table in reverse.

Let’s say you have an LRM swarm and want to do the most damage, looking at LRMs at the left, we find that they do Anti-Medium damage. Anti-Medium damage is good against Basic Assault Frigates (150%), and fair against everything else (75% - 100%).

So, if you are LRM swarming, assuming equal costs and production rates, your best case scenario would be an opponent building Basic Assault Frigates. You do extra damage against his frigates, and he does less damage against yours.


Attacker

Fighter

Bomber

Scout, Long Range, Planet Bomber, Colony Ship

Basic Assault

Anti-Strikecraft, Carrier, Disable/Repair, Support

Heavy Assault, Structure

Capital

Ship Type

Type

Very Light

Light

Light

Medium

Heavy

Very Heavy

Capital

Fighter Squadron

Anti Light

65%

150%

200%

25%

25%

25%

25%

Bomber Squadron

Anti V Heavy

5%

10%

50%

50%

50%

100%

75%

Scout

Anti Light

65%

150%

200%

25%

25%

25%

25%

Basic Assault

Anti Heavy

10%

8%

75%

100%

150%

50%

50%

LRM

Anti Medium

10%

10%

100%

150%

75%

75%

75%

Planet Bomber

Anti Heavy

10%

8%

75%

100%

125%

50%

50%

Anti-Strikecraft

Anti V Light

105%

85%

100%

25%

25%

25%

25%

Colony Ship

Anti Light

65%

150%

200%

25%

25%

25%

25%

Disable/Repair

Anti Heavy

10%

8%

75%

100%

125%

50%

50%

Support

Anti Heavy

10%

8%

75%

100%

125%

50%

50%

Heavy Assault

Composite

10%

15%

150%

100%

125%

125%

75%

Capital (All)

Capital

3%

8%

75%

100%

100%

100%

100%

Capital Ability

Ability

100%

100%

100%

100%

100%

100%

75%

Structure (All)

Anti Medium

10%

10%

100%

150%

75%

75%

75%

 

Focus Fire versus Distributed Fire
Shield mitigation has the effect of reducing the value of focus firing as a fleet strategy. Focus fire is useful for destroying troublesome opponent ships (repairing ships, defensive ability ships, high dps ships, high level capital ships), however it seems that you need a relatively high dps fleet before it becomes the strategy of choice for all targets. There have been many threads devoted to the topic, however a consensus has yet to emerge.

Phoebus on the pros and cons of focus fire & Shield Mitigation

http://forums.sinsofasolarempire.com/178279/page/3

Another Focus Fire Discussion

http://forums.sinsofasolarempire.com/300361

Culture Bonuses
While fighting in gravity wells that are claimed by their respective culture, each race receives certain benefits. The Vasari receive damage bonuses, the Advent receive shield mitigation maximum bonuses, and the TEC receive anti-matter regeneration bonuses.

Data & Sources
Much of the information can be retrieved from the game source files, however Zyrxil has put together a very nice set of spreadsheets:

Original Post
http://forums.sinsofasolarempire.com/177682

On Google Docs:
http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=0

Download from Mediafire:
http://www.mediafire.com/download.php?xdyuy5xconi

EncyClanPedi also hosts the some excellent tables and charts
http://roe.totalgamingnetwork.com/wiki/index.php/Category:Sins_of_a_Solar_Empire%2C_Ships

Other quality tables and charts exist, however these are the ones I reference.

Credits

I have collected this information from the forums and from gameplay. This is a community effort, and everyone should be thanked for their contributions. Individuals include: Phoebus, PeskyFly, archpsi, Fl, Zyrxil, Dairuka, EncyClanPedi,HuntingX, JinxOfSin, Bobucles, and many others who I neglected to record.

Also, in case readers get confused. I orginally made two posts below this to allow for later expansion should the original topic expand too much. I was not aware that this post can be of virtually infiinite length nor that replies can't be edited. So a special thanks goes out to Mettra for telling me this and to kryo for removing my reserved post spam. Active mods are important for an active community.

Please comment, correct, and add additional information, all of this was collected from the community, and it is the community that will continue to update it.

 

Updated

1/14/09 On comments & 1.12 edits

Pinned, Locked Post 47 Replies +3
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
March 25, 2008 6:27:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Shield mitigation increases per point of damage received, and decreases over time. i don't know if the damage counts before or after modifiers. You can find the modifiers for shielding in the player[race] files for every race. It decreases at a constant rate over time. For reference:
shieldData
shieldAbsorbGrowthPerDamage 0.001
shieldAbsorbDecayRate 0.0125
shieldAbsorbBaseMin 0.15
Comes from the 1.0 advent data file.

Using this data, your typical frigate should max out its mitigation at 60%, after an instant application of 450 damage. That's why Advent frigates initially suck, they lose most of their health before that mitigation maxes out.
Reason for Karma (Optional)
Successfully updated karma reason!
March 25, 2008 10:44:19 PM from Stardock Forums Stardock Forums
Good thread. I vote for sticky. Unfortunately you can't edit a post after someone has made a post after it (I believe the only exception is the OP).
Reason for Karma (Optional)
Successfully updated karma reason!
March 25, 2008 10:54:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
I don't understand hit rates. What does the Akkan +hit% aura affect? Only when things are shooting at fighters? But only Flaks / Fighters can even shoot at strike craft. What the heck is the point of a +hit% aura?
Reason for Karma (Optional)
Successfully updated karma reason!
March 26, 2008 8:21:44 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Bril Ptarth! thanks for the compliation.

I'm thinking of writing a sheet to compare fleets with, so this information is really handy.

i currently have a sheet someone (i forget who, sorry) made of all the stats of ships, but i think it's v1.02, can any one direct me to stats for v1.03 if it's about, i know i can rip them from the game files, but this a big enough job as it is

also, could someone provide an exact discription of shield mitigation, as i'll have to go by assuption at the moment.
Reason for Karma (Optional)
Successfully updated karma reason!
March 26, 2008 10:51:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Your post would be super useful if you could test out what the hell hit % does.

I did quite a few tests and never came up with anything significant. Maybe you'll have better luck. Great post, should be stickied for the newbies.
Reason for Karma (Optional)
Successfully updated karma reason!
March 26, 2008 11:05:10 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
FYI, reserving replies on our forums is useless. The OP can be edited at any time and has no arbitrary length limit, while the replies can't be edited after another reply has been posted.
Reason for Karma (Optional)
Successfully updated karma reason!
March 26, 2008 3:32:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Updated the original post to account for the suggestions and comments.

Bobucles
I knew that, but apparently I didn't explain it. I hope that the edits make me make sense. Doesn't the Advent suffer because of the reduced total health, not just because of low hull.

As I understand it, the most survivable ship would have a very low shield strength, a very high shield regeneration rate, a very high hull strength, low hull regeneration rate, and high armor. Once initial shields were gone, healing would come from two sources hull & shields, gaining the benefit of double regeneration for a longer period of time.

The least survivable (ignoring phase missiles) would be the opposite, a ship with low hull strength, high hull regeneration, high shield strength, low shield regeneration, and low armor. This ship would get dual regeneration very late in the battle, and once it does because hull regeneration is reduced in combat, it wouldn't be nearly as useful as the previous case.

Mettra - Doh, my bad. Thanks for the heads up

JasonWolfe - Hit % does... dunno. I believe that all ships can shoot at strikecraft, they just aren't very good at it. I should actually go test that at some time, but many people have posted that its true, it just isn't very fast.

mrlarone - Did the changes help? Also see the sources for Zyrxil's spreadsheets.

HuntingX - I should set down for an afternoon to test it in multiplay. But I don't really want to, isn't that always the case? Thanks for the thoughts and the suggestion.

kryo - Oops. My bad. Thanks for removing them.
Reason for Karma (Optional)
Successfully updated karma reason!
March 26, 2008 9:26:06 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
ok, i've done a bit of math and the answer is 41.9. not sure how important it is to round off, so i'll have give that some more thought

below is the equation and my reasoning behind it. it's been almost 10 years (!) since i've done something like this, so if i've got my logic wrong, please tell me.

here's the equation going by the OP:

time to die = (hull+hull/100*(5*armour)+shields)/((DPS/100*WvA)-regen-(repair+repair/100*(33+5*armor)))


1)this equation doesn't take shield mitigation into account (that's got me stumped, so any ideas how to express that would be welcome)

2)this equation doesn't take accuracy into account (the value is currently unknown)

3)WvA = weapon type vs armor type

and now the break down:

(hull+hull/100*(5*armour)+shields)


the hull section calculates to the effective hull as modified by armour. added to the effective hull is the shields. this gives the total damage needed to be removed.

i then devide this by all the per second stuff to give a value in seconds (the life expectancy)

/((DPS/100*WvA)-regen-(repair+repair/100*(33+5*armor)))


the DPS section takes into account the true DPS as modified by the weapon vs armour table. from this i minus the regen rate per second (i suspect this is where shield mitigation will be included) and then minus the repair rate per second, with the repair rate being modified by a) being in battle (33%) and the influence or armor.

i've run this using the stats for and advent vs tec scout. the damage is low enough in this so shield mitigation doesn't actully matter (phew!)

Advent = 242.3

TEC = 157.16

meaning Advent smacks TEC's bottom on this one.

enough theory, what about reality?:

went online and Spooney very kindly indulged me in running this for real. we started a fair distance away, command each vessel to attack the other and the clock started when damage was first taken by the TEC ship (me playing TEC, first time i may add)

attempt 1 = 148.9

attempt 2 = 137.5

attempt 3 = 152.4

that's an average of 146.27 and a standard deviation of 7.79. good enough for me

i conclude the variation is due to the unknown factor of accuracy. i also note that during the battle the TEC ship lost 30hp in one second once or twice, so i asume there's a critical hit function in the accuracy calculation.

if anybody feels like gathering a greater sample of times and possibly the frequency of critical hits, be my guest. though if someone from ironclad or stardock should feel to cough our way, they can be safe in the knowledge that we won't hear them [/hint]

that's the lot.

as said, any thoughts on shield mitigation would be most useful.

p.s. thanks to Ptarth and Zyrxil for gathering all the info.
Reason for Karma (Optional)
Successfully updated karma reason!
March 26, 2008 9:55:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Great thread, I also vote for sticky, it would certainly reduce the about of clutter in the forum. Thanks for the work!
Reason for Karma (Optional)
Successfully updated karma reason!
March 27, 2008 4:38:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
mrlarone

I tried putting together a formula like this too, and it started getting nasty quickly.

First thing that comes to mind is that hull regeneration only kicks in once you damage the hull, which means shields have to drop first.

Shield Mitigation calculations aren't simple unless you are under 12.5dps or have shield mitigation maxed. Partial calculations might require series, sums, or just a clever min/max formula.

Ballpark numbers of the scout combat. The Advent scout hits for 21 every 7 seconds. Armor takes off about 1 point of that, dropping it to 19. Shield Mitigation takes it down to 17 per hit. The weapon type armor type modifier is 200%, so final damage is estimate to be 34, every 7 seconds or 4.86 dps. What did you record as being the average damage per hit? If this is accurate, then the 30 damage hits you saw is normal.

146.27 seconds times 4.86 dps = 710.87 total damage. The TEC Scout has 450 hull and 175 shields for a total of 625 total health, that leaves 85.87 to be accounted for by shield and hull regen. Shield regeneration is 0.5 per second for 146.27 seconds, 73.135, which leaves 12.735 for hull regeneration. Multiply by 1/.33 to get the number of seconds the armor was regeneration (hull regen = 1), and we get 38.6 seconds. That would mean that the shields took ~108 seconds to drop, and it took only 38.6 seconds to kill the ship once they were down. This doesn't seem right. Either my math is off, which is very possible, or the regeneration formula is different that what we think it is. 175 shields hit with 4.86 dps (with 0.5 shield regen), should drop in 40 seconds. Which means that hull regeneration should have been active for 106.27 seconds. 12.735 hull repaired divided by 106.27 gives a 0.12 hull regeneration. That's 1/10 of the specified hull regeneration value of 1.0. Something is off.

Some ideas for tests to run:
Take a capital ship against a minor civ/pirate frigate at the begining of the game. Set the capital ship to hold fire and then record the amount of damage per shot, the amount of time it took to drop 100 units of shields & 100 units of hull (repeat several times). Also note the regeneration rates. Is shield regeneration constant when the shields are down?

Along similar lines, this would be a good test to measure shield mitigation increases. Go find some pirates with a constant dps and measure the amount of time it takes for shield mitigation to increase. If it remains constant then we know that shield mitigation counts damage as it is done to the ship, not after all modifiers. We could then use the dps and durations to ballpark at what stage shield mitigation takes place.

If someone wants to try these or other tests feel free, I'll try them out when I get a chance tomorrow evening.
Reason for Karma (Optional)
Successfully updated karma reason!
March 27, 2008 5:42:55 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
quick answer before i go to work, i'll have a proper look at what your saying when i get home

my calculation uses a modified DPS of 4.12, so it would be slightly higher if i didn't start repairing hull, till it was damaged, doh!

i'll go through the rest of the math later and work out what's happening re: the 1/10

MrL
Reason for Karma (Optional)
Successfully updated karma reason!
March 28, 2008 4:42:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Great post! I'm going to direct my friend to this thread as well. With so many of these mechanics being "under the hood", it's nice to see them analyzed a bit more in depth!
Reason for Karma (Optional)
Successfully updated karma reason!
March 31, 2008 9:38:04 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Why is this not stickied?
Reason for Karma (Optional)
Successfully updated karma reason!
March 31, 2008 10:40:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
should add a section about phase missiles and how they directly damage hull and blah blah blah
Reason for Karma (Optional)
Successfully updated karma reason!
April 8, 2008 8:39:08 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Agreed re Styr's last comment (are phase missiles affected by shield mitigation or not? I assume not - which would make them really good). But mainly this should be stickied - it's extremely useful info!
Reason for Karma (Optional)
Successfully updated karma reason!
May 2, 2008 11:41:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
great thx
Reason for Karma (Optional)
Successfully updated karma reason!
May 3, 2008 9:35:15 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Hull Restore Rate
Hull restore rate is the amount of hull points regenerated per second. Regeneration occurs both in and out of combat. Hull Restoration is dropped to 33% while in combat.
That's strange. I get this:
InCombatHullRegenerationPenalty 0.5

Straight from the gameplay.constants file.
Reason for Karma (Optional)
Successfully updated karma reason!
May 3, 2008 8:22:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Could you also add, how phase missile work?
Reason for Karma (Optional)
Successfully updated karma reason!
May 10, 2008 4:54:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Maybe I missed it and if I did I apologize but, why isn't info like this dev provided and in the manual/game files? I'd like to request that devs actually take the time to present the full mechanics so we can have accurate discussions not based on teased out info. While we all might not get knee deep into the strategy meta-game, I'm sure all players appreciate knowing what's going on. Since buying the game, I've found the forums to be invaluable for info I simply can't find in game and I consider that a terrible thing as many gamers simply don't hit the forums and even if they do, don't understand what they are seeing.

Using the forums as a communications medium is one thing. Using it to distribute vital info that should be in the manual is another.
Reason for Karma (Optional)
Successfully updated karma reason!
May 15, 2008 2:16:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Great post and I also vote for sticky status...

Brings a lot of tech concepts together rather nicely.   
Reason for Karma (Optional)
Successfully updated karma reason!
May 25, 2008 2:39:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Amazing Post. It was very informative to read. Perhaps a Moderator could sticky this please?
Reason for Karma (Optional)
Successfully updated karma reason!
July 10, 2008 1:01:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
Awesome post-this cleared up a lot of questions. Sticky please!
Reason for Karma (Optional)
Successfully updated karma reason!
December 26, 2008 12:41:24 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

What does it mean to "be in combat"? Is it enough to fly the ship to the other end of the grav well to get full regeneration?

Reason for Karma (Optional)
Successfully updated karma reason!
December 30, 2008 7:10:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Hello, I just got this game and I'm trying to get a handle on some of the game mechanics since the manual and tutorial aren't very detailed.  Quick question for now: the damage/armor type table only lists the class of attacking ship.  Does this mean that actual weapon type (autocannon, laser, etc.) has no bearing on anything?

Reason for Karma (Optional)
Successfully updated karma reason!
December 30, 2008 7:18:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yes that is correct. Each weapon has a weapon class (i forget the actual term) but it would be listed as an "ANTIXXXXX" type weapon. ie. ANTILIGHT, ANTIVERYLIGHT, ANTIMEDIUM etc.

These types will do different damages to different armours. The anti type is usually does most damage to what it is anti. ie. ANTILIGHT does most damage against Light armours and least damage against CAPITALSHIP armour.

 

Varis, I think the "in combat" is decided by the last time the object took damage. I believe it is 3 seconds or so. Can't remember the exact amount of time.

Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108432  walnut2   Server Load Time: 00:00:00.0007313   Page Render Time: