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 as pseudo-code here.

[edit] Quickness

Determines how fast a fighter wing will move during space combat.

[edit] Attack Rating

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

  • In Wing vs Wing dogfights, Attack Rating is 100.

[edit] Evasive Rating

The ability to evade incoming enemy weapons fire.

[edit] Armor

The blast level that the fighter can take from Point Defense and other Fighters and have a chance of not being destroyed. Also helps reduce losses from Sand Caster shots.

  • Armor greater than the PD Blast blocks the hit 60% of the time.
  • Armor vs Fighters = Armor * Rnd (Random # from 0 to Armor-1)
  • Armor greater than the Fighter blast might still be penetrated by a hit to the Soft Spot.
  • Fighter Armor is not reduced by incoming fire.
  • Anti-Fighter Computer allows Armor to block the PD shot only 40% of the time.
    • Fighter ECM Box jams the Anti-Fighter Computer so that Armor blocks the PD shot 70% of the time.

[edit] Exposed Systems

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

If Rnd*20 < Exposed_Sys Then BOOM!  (5% chance per point of Exposed_Sys)

[edit] Energy

Plot of energy produced per fighter over wing size
Plot of energy produced per fighter over wing size

[edit] Generator

The rate that the fighter makes new power to charge its battery. The generator stat is doubled during combat initialization. Generator = 2 * Generator

[edit] Battery

The amount of power that the fighter can store up for an attack run.

  • Shared between fighters of the same Type in a Wing.

[edit] Recharge Rate

For each fighter type in wing (energy not pooled between fighter types)

NewEnergy = (Generator * FighterCount) / 400 + 0.99
Energy    =  Energy + NewEnergy

Maximum of 1,000,000,000
Maximum of (Battery * FighterCount)

[edit] Beams

Each Fighter Type in a Wing attempts to aquire a target for its Beams 10 times each combat tick (potentially 10 attacks). If a Fighter Type group within a Wing is making an attack (see Range Modifiers) each fighter has only a 5% chance of actually firing per attack run.

[edit] Beam Range

Maximum Beam Range

  • The following determine if an entire Fighter Type group will actually make a beam attack.
    • Range > 100km results in a 5% chance of firing. (no shot made:no energy used).
    • An Anti-Fighter Computer and Range > 60km results in a 30% chance of firing.
    • An Anti-Fighter Computer and Range > 100km results in a 1.5% chance of firing.

[edit] Beam Accuracy

  • Base Accuracy only.
  • Multiplied by ((100-target's_evasive_rating + fighter's_attack_rating)/100)
  • Multiplied by ((MaxRange-Range)/MaxRange * 0.4 + 0.6)
  • Odds vs Ships reduced by # of enemy Holo Decoys / 30.

[edit] Beam Power

[edit] vs. Wings
Blast             = Beam Power * Rnd + 0.5       (Random # from 1 to Beam Power)
[edit] vs. Ships
  • 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

Each Fighter Type in a Wing attempts to aquire a target for its Missile 10 times each combat tick (potentially 10 attacks). If a Fighter Type group within a Wing is making an attack (see Range Modifiers) each fighter has only a 5% chance of actually firing per attack run.

[edit] Missile Accuracy

  • Base Accuracy only.
  • Multiplied by ((100-target's_evasive_rating + fighter's_attack_rating)/100)
  • Multiplied by ((MaxRange-Range)/MaxRange * 0.4 + 0.6)
  • Odds vs Ships reduced by # of enemy Holo Decoys / 30.

[edit] Missile Range

Maximum Missile Range

  • The following determine if an entire Fighter Type group will actually make a missile attack.
    • An Anti-Fighter Computer and Range > 120km results in only a 10% fire rate (no shot made:no energy used).

[edit] Ord Payload

The number of missile reloads the fighter can carry.

  • During Space Combat Ord is only shared between Fighters of the same Type in a Wing.
  • Between fights Ord is shared between the Fighter Types within the Wing.

[edit] Missile Power

[edit] vs. Wings
Blast            = Missile Power * Rnd + 0.5 (Random # from 1 to Missile Power)
[edit] vs. Ships
  • 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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