Fighter Stats

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X
Image:Default.jpg
Cost X
Speed X
Fuel X
Sensor Profile 200
Ground Combat
  Attack Defense
Fighters X X
Assault Craft X X
Troops X X
Cities X -
Space Combat
Quickness X
Attack X
Evasive X
Armor X
Exposed Sys X
    Beam Missile
Power X X
Accuracy X X
Range X X
Generator X
Battery X
Ord - X

[edit] General

[edit] Cost

Price in megacredits. (Fighters do not require metals to produce)

[edit] Travel

[edit] Max Speed

LY Per turn the fighter can fly when in a wing.

  • In a mixed wing, speed is limited by the slowest fighter type.

[edit] Max Range / Fuel

Max distance the fighter can fly in a wing before it needs to refuel

  • In a Mixed Wing, Range is limited by the Fighter Type with the smaller fuel tank.
  • For most fighters max. range = max. speed meaning that they can fly one turn without refueling.
  • As fighters automatically refuel 10% of the max fuel they can carry, the effective max range is a bit higher.

[edit] Sensor Profile

Wings have a fixed stealth rating (basic Sensor Profile) of 200.

  • Wings have an increased sensor profile based on the speed that they are traveling like ships do.

[edit] Race Specials

Cloaked Fighter Wings: The Birdman Republic wings start at a Sensor Profile of 20 (instead of 200) and only half of their speed is counted when increasing their profile (since Host 211).

[edit] Ground Combat

Similar to Assault Craft, fighters can take part in Ground Combat when they are inside a base.

[edit] Attack

Ground Attack attributes for attack vs. Air (fighters) / Assault Units / Troops / Cities

[edit] Defense

Ground Attack attributes for defense vs. Air (fighters) / Assault Units / Troops

[edit] Space Combat

Details on how the different stats work in Space Combat can also be found in The Battle Manual.

[edit] Quickness

Determines how fast a fighter wing will move during space combat (see The Battle Manual:Movement).

[edit] Attack Rating

The ability of the fighter to bring its weapons to bare on the enemy target.

[edit] Evasive Rating

The ability to evade incoming enemy weapons fire.

[edit] Armor

The armor can help protect fighters vs. incoming fire.

[edit] Exposed Systems

The fighters soft spot, the odds that a hit could cause the fighter to explode.

[edit] Energy

Fighters need energy to power their weapons. Energy is charged by the generators and fills up the batteries of the fighters.

Energy is handled separately for each fighter type in wing (is not pooled between fighter types).

[edit] Generator

  • The rate that the fighter makes new power to charge its battery.
  • A fighter type within a wing charges the batteries with
fighter_count * generator / "wing charge divisor"1

1"wing charge divisor" is a (HConfig) parameter, which is by default equal to 50.

[edit] Battery

  • This is the amount of energy one fighter of this type can carry.
  • The total amount of energy a type can carry within a wing is
fighter_count * battery

[edit] Beams

[edit] Beam Range

[edit] Beam Accuracy

[edit] Beam Power

[edit] vs. Ships

Information based on host versions prior to Host 213 - may have changed. Look at The Battle Manual for up-to-date information on space combat.

  • Drains (Power) from Shields.
  • Drains (Power/2-1) from Armor.
  • 50% chance to drain 1 additional point of Armor.
  • With armor gone, all the below systems begin taking damage. Maximum damage is 5,000.
Hull Damage       = 5   + (100 / hullmass + 50) * (((Power+1) * (Mod. Parts / 100)      ) * ((0..0.25)+1.25))
Engine Damage     = 5   + (100 / hullmass + 50) * (((0..30)   * (Mod. Engine / 100)     ) * (0..1))
HyperDrive Damage = 10  + (100 / hullmass + 50) * (((0..15)   * (Mod. Hyperdrive / 100) ) * (0..1))
System Damage     = 1.5 + (100 / hullmass + 50) * (((0..30)   * (Mod. System / 100)     ) * (0..1))
Life Damage       = 0.5 + (100 / hullmass + 50) * (((0..30)   * (Mod. Life / 100)       ) * (0..1))
Shield Damage     = 3   + (100 / hullmass + 50) * (((0..60)   * (Mod. Parts / 100)      ) * (0..1))
Weapon Damage     = 3   + (100 / hullmass + 50) * (((0..60)   * (Mod. Parts / 100)      ) * (0..1))

' Check for a critical hit
If (0..1500) < Soft Spot              ' 0.066% per point of Soft Spot
  Hull Damage     = 500 + (0..2000)   ' Between 500 and 2500

[edit] Missiles

[edit] Missile Accuracy

[edit] Missile Range

[edit] Ord Payload

A single fighter with a ord capacity of OC (from normal fighter stats of the race pack) will have an vcr ord load of

VcrOrd=IFF[OC <= 4; 2 * OC; 8 + Sqr(OC - 4)]

A single missile needs by default still 10 vcr ord.

The table I gave should only demonstrate the order of magnitude of the last change in host 213k. Ratio means mow many times the new vcr ord load is greater than the old vcr ord.

New in Host 213k
Changed: Change the pure Sqr vcr ord dependency on the ord capacity of a fighter type to a mixed linear/sqr function. Small ord capacities take most profit from this. The formula was VcrOrd=Sqr(Ord Capacity) and is now VcrOrd=IFF[Ord Capacity <= 4; 2 * Ord Capacity; 8 + Sqr(Ord Capacity - 4)]. Here is a table to demonstrate the change: Here is a table to demonstrate the change:

Ord old new ratio Examples
1 1,0 2,0 2,0
2 1,4 4,0 2,8
3 1,7 6,0 3,5
4 2,0 8,0 4,0
5 2,2 9,0 4,0
6 2,4 9,4 3,8
7 2,6 9,7 3,7
8 2,8 10,0 3,5 (Priv T3)
9 3,0 10,2 3,4
10 3,2 10,4 3,3 (Stormer T3)
11 3,3 10,6 3,2
12 3,5 10,8 3,1
13 3,6 11,0 3,1
14 3,7 11,2 3,0
15 3,9 11,3 2,9 (Bird T3)
20 4,5 12,0 2,7
50 7,1 14,8 2,1
100 10,0 17,8 1,8
250 15,8 23,7 1,5
500 22,4 30,3 1,4 (EE T3)

In short the Fighter with the highest ord load; 500 will can fire 3 shots in the VCR before being out of ammo. 500 -> 30.3 -> Divided by HConfig FighterMissileVCROrdUsage default value of 10 (Still true as Host 213m)

If a fighter would have a racepack Ord Payload of 25 000, it would have 15.8 missile in the VCR, for now you have 1-3 missile at most in the VCR.

[edit] Missile Power

[edit] vs. Ships

Information based on host versions prior to Host 213 - may have changed. Look at The Battle Manual for up-to-date information on space combat.

  • Drains (Power) from Shields.
  • Drains (Power/2-2) from Armor.
  • 10% chance to drain 5 additional points of Armor.
  • With armor gone, all the below systems begin taking damage. Maximum damage is 5,000.
Hull Damage       = 5   + ( 300 / hullmass + 250) * (((Power+1) * (Mod. Parts / 100)     ) * ((0..0.75) + 1.25))
Engine Damage     = 7   + ( 100 / hullmass + 50)  * (((0..30)   * (Mod. Engines / 100)    ) * ((0..0.25) + 1.25))
HyperDrive Damage = 10  + ( 100 / hullmass + 50)  * (((0..15)   * (Mod. Hyperdrive / 100) ) * (0..1))
System Damage     = 0.5 + ( 100 / hullmass + 50)  * (((0..30)   * (Mod. System / 100)     ) * (0..1))
Life Damage       = 0.5 + ( 100 / hullmass + 50)  * (((0..30)   * (Mod. Life / 100))      ) * (0..1))
Shield Damage     = 2   + ( 100 / hullmass + 50)  * (((0..60)   * (Mod. Parts / 100)      ) * (0..1))
Weapon Damage     = 2   + ( 100 / hullmass + 50)  * (((0..60)   * (Mod. Parts / 100))     ) * (0..1))

' Check for a critical hit
If Rnd*500 < Soft Spot                ' 0.2% per point of Soft Spot
  Hull Damage     = 500 + Rnd * 2000  ' Between 500 and 2500

[edit] Racial Modifiers

[edit] Aczanny

  • Aczanny ECM reduces non-Aczanny Fighter accuracy vs Ships by 15.

[edit] Birdmen

  • Birdman wings start at 20 and only half of their speed is counted when increasing their profile (since Host 211).

[edit] Coalition

[edit] Colonies of Man

  • The Accuracy of Robot fighters when firing at the V8 Asp or V10 Snake is reduced by 1/3.
  • The Accuracy of Robot fighters when firing beams at the V15 Viper is reduced by 1/6.

[edit] Evil Empire

  • Fighter Beams and Missiles pass through shields on Evil Empire hulls (owned by anyone) and ships owned by the Evil Empire.
  • Fighter Beams and Missiles have a 10% chance of passing through the armor on Evil Empire ships.
  • Fighter Beams and Missiles have a 30% chance of passing through the armor on captured Evil Empire hulls.
  • A maximum of 1 Fighter per Fighter Type will be destroyed by a Sand Caster shot.
  • There is a 60% chance for each Fighter Type to take zero losses from a Sand Caster shot.

[edit] Rebels

  • The Thunder Dancer Ion Cannon (beam) does an additional 5 points of System damage when not stopped by a Shield.

[edit] Robots

  • The Accuracy of all non-CoM Fighters firing Beams at the R1 Rutzie or R2 Foxdire is reduced by 1/1.3.
  • The Accuracy of all non-CoM Fighters firing Missiles at the R1 Rutzie or R2 Foxdire is reduced by 1/2.
  • The Accuracy of all non-CoM Fighters firing Beams at the R27 Raider is reduced by 1/2.6.
  • The R27 Raider is immune to Missiles fired by non-CoM Fighters (Missiles are fired and miss).
  • R1 Rutzies lose 50% fewer fighters to a Sand Caster than normal.
  • R2 Foxdires lose 70% fewer fighters to a Sand Caster than normal.
  • A maximum of 5 R27 Raiders will be destroyed by a Sand Caster shot.
  • There is a 90% chance for R27 Raiders to take zero losses from a Sand Caster shot.
  • Point Defense Accuracy vs Robot Fighters is reduced by 10 for all "Tim" races (Race number < 800).
  • Point Defense Accuracy vs Robot Fighters is reduced by 40 for all "3rd Party" races (Race number >= 800).

[edit] Solorian

  • The Missile Range of the Quasar is doubled vs Fighters.
  • The Neutron is immune to Missiles fired by Fighters (Missiles are fired and miss).

[edit] See also

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