Fighter Stats
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[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)
- A list of the Exposed Systems stats of all fighters can be found here.
- Not shown in Raceview and Data Pad, but in Wing Command - Data and in Raceview2
[edit] Energy
[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
- The S/Ai-383 Wraith increases the number of Holo-decoys by their number/40.
- The Si-90 Poppy Strike Fighter is immune to Laser Mine hits (not Detonation).
[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).
