en:games:star_trek_armada_1:units
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- | About the Damage Rate column: Most things in Armada 1 are mono causal. Shields and energy restored are at a specific rate, tied to the respective values. Crew accumulation for a starbase follows the same rules. But damage dealt is a bit different, due to the fact, that torpedoes don't always hit, and pulse weapons of ships may also miss and on top of that comes a damage variation for a specific weapon. Also one ship may possess both, phasers and torpedoes. So the damage is actually the sum of all deterministically hitting weapons (phasers and station pulse cannons mostly) as well as the statisticaly expected value of the non deterministic weapons. | + | About the //Damage Rate// column: Most things in Armada 1 are mono causal. Shields and energy restored are at a specific rate, tied to the respective values. Crew accumulation for a starbase follows the same rules. But damage dealt is a bit different, due to the fact, that torpedoes don't always hit, and pulse weapons of ships may also miss and on top of that comes a damage variation for a specific weapon. Also one ship may possess both, phasers and torpedoes. So the damage is actually the sum of all deterministically hitting weapons (phasers and station pulse cannons mostly) as well as the statisticaly expected value of the non deterministic weapons. For more details on the subject see [[Damage Rate Calculation]]. |
Example: A torpedo launcher with a firing rate of 1 shot a second, 100 damage per hit but 80% hit change makes 80 damage per second //on average//. A phaser with a 150 damage per shot and a firing rat of 1 per 1.5 seconds makes 100 damage per second. A ship with both weapons has an effective damage rate of 180 per second. The actual damage values are mostly a lot less, but the chosen values should illustrate the idea behind the Damage Rate column. | Example: A torpedo launcher with a firing rate of 1 shot a second, 100 damage per hit but 80% hit change makes 80 damage per second //on average//. A phaser with a 150 damage per shot and a firing rat of 1 per 1.5 seconds makes 100 damage per second. A ship with both weapons has an effective damage rate of 180 per second. The actual damage values are mostly a lot less, but the chosen values should illustrate the idea behind the Damage Rate column. |
en/games/star_trek_armada_1/units.txt · Last modified: by 7saturn