Orbital Bombardment
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Contents |
[edit] Overview
A Ground Base can take part in a Space Combat and can be hit by weapons from Ships and Wings that take part in the fight.
- A Base Shield protects the base from incoming fire.
[edit] Large Weapon Bomboardment Comparison
- The following list is a comparsion of Large Weapons in regards of orbital bomardment.
- NOTE: Lizard-owned ships that are Lizard hulls have their Large Weapon Blast increased to Rnd * Weapon Blast * 50 + 100 vs ground base.
| Tech | Name | Damage Per Hit* | Approx per 100 ticks | Ord used per 100 ticks |
|---|---|---|---|---|
| 14 | Gatling Phasor | 125 | 6,250 | - |
| 13 | Large Turbo Laser Array | 500 | 50,000 | - |
| 12 | Turbo Laser Array | 250 | 12,500 | - |
| 11 | Ionic Gun Array | 50 | 2,000 | - |
| 10 | Pulsed Phasor Cannon | 500 | 6,250 | - |
| 9 | Particle Cannon | 150 | 844 | 6.3 |
| 8 | Plasma Bolt Cannon | 1,250 | 3,750 | 10 |
| 7 | Photon Torpedo Tube | 850 | 10,625 | 125 |
| 6 | Energy Mines | 200 | 1,667 | 25 |
| 5 | Ion Cannon | 80 | 246 | - |
| 4 | Blaster Cannon | 4,100 | 4,100 | 1 |
| 4 | Anti-Matter Gun | 1,150 | 5,750 | 20 |
| 3 | Mass Driver | 50 | 210 | 50 |
| 3 | Disrupter Cannon | 50 | 1,000 | - |
| 2 | Force Beam | 50 | 625 | - |
| 2 | Fusion Cannon | 75 | 750 | - |
| 2 | Sand Caster | 5 | 100 | 500 |
| 1 | Merculite Rockets | 250 | 2,083 | 25 |
| 1 | 500mm Gun | 1,175 | 4,700 | 50 |
| 1 | Heavy Laser | 200 | 400 | - |
[edit] Order of Events
[edit] BaseMaxIncoming Calculated
BaseMaxIncoming is the maximum amount of damage that a base can take in a single turn and not be destroyed outright. The final damage check after all combat might still result in destruction though.
V = 300
V increased by 5 for each: Ion Cannon, Mineral Mine V increased by 10 for each: Public Space Port, Scanner, Training Center V increased by 25 for each: Factory V increased by 50 for each: Air Attack Base, Assault Plant, Base Shield, Engine Plant, Farm, Fighter Plant, Government Center, Med Lab, Military Spaceport, Ordnance Plant, Pod Launch Pad, Ship Repair Shop, Smelter, Weapons Factory, Racial Structures V increased by 100 for each: Anti-Aircraft Gun, Terra Former V increased by 200 for each: Laser Cannon, Raid Shelter V increased by 10,000 for each: City V increased by 15,000 for each: Undercity BaseMaxIncoming = V * 10
[edit] Fighters vs Base
See Fighter Targetting Base on Fighter Stats page.
[edit] Large Weapon vs Base
[edit] Small Weapon vs Base
Small weapons inflict only small damage on bases. Anyhow, one thing or another may break if a ship can fire at a base for a whole turn. In a test a Laser and a Xenon Beam did about 800 Damage points in 5000 combat ticks, destroying 2 buildings, 67 food and some contraband (in 3 combat events). This needs more research, Yid (Aug 22th, 2007)
[edit] Base Damage Calculated
If the orbital bombardment hasn't destroyed the base, the damage still causes the destruction of units and buildings in the base.
- This happens once per base per turn, after all combat.
damage = baseIncoming
If damage > 0 then
"Base Damage report:"
"Damage impacting base:" & damage
If damage > baseMaxIncoming
Base has been totally destroyed, no need to continue.
If damage > 0
' CRIME
v = (damage / 1000) * Rnd
Maximum v of 100
Crime increased by v
Maximum Crime of 10000
' NATIVE HAPPINESS
For each Native type (loop 10 times)
v = (damage / 1000)
Maximum v of 100
Native happiness reduced by (v * Rnd)
Minimum happiness of -300
' COLONIST HAPPINESS
v = (damage / 1000) * Rnd
Maximum v of 100
Colonist happiness reduced by v
Minimum happiness of -300
' FOOD
If (damage > 0) AND (Rnd < 0.6)
v = (damage / 10) * Rnd
Maximum v of #Food
Food reduced by v
damage reduced by v
“Food Destroyed: “ & v
' MED PACKS
If (damage > 0) AND (Rnd < 0.5)
v = (damage / 50) * Rnd
Maximum v of #Med
Med reduced by v
damage reduced by v
“Med packs destroyed: “ & v
' CONTRABAND
If (damage > 0) AND (Rnd < 0.5)
For each Contraband type (loop 12 times)
v = (damage / 100) * Rnd
Maximum v of #ContraTypeGOOD
ContraTypeGOOD reduced by v
ContraTypeBAD increased by v
damage NOT reduced
"Contraband storage damaged"
' SUPPLIES
If (damage > 0) AND (Rnd < 0.5)
v = (damage / 30) * Rnd
Maximum v of #Supply
Supply reduced by v
damage reduced by v
"Supplies destroyed: " & v
' REPAIR
If (damage > 0) AND (Rnd < 0.5)
v = (damage / 30) * Rnd
Maximum v of #Repair
Repair reduced by v
damage reduced by v
"Repair units destroyed: " & v
' SUPER WEAPONS
Check for any Super Weapons
If (Rnd < 0.15) AND damage > 400
For each Super Weapon type (loop 5 times)
Super Weapon Count = 0
v = Rnd * 4000
damage increased by v (increased!)
"Secondary Explosion! "
"Explosion size: " & v
' POINT DEFENSE
Check for any Point Defense
If (Rnd < 0.12) AND (damage > 400)
For each Point Defense type (loop 10 times)
PD Count = 0
“Point defense weapon storage destroyed!"
v = Rnd * 200
damage increased by v (increased!)
"Secondary Explosion! "
"Explosion size: " & v
' LARGE WEAPONS
Check for any Large Weapons
If (Rnd < 0.17) AND (damage > 300)
For each Large Weapon type (loop 20 times)
Large Weapon count = 0
"Large weapon storage destroyed!"
v = Rnd * 200
damage increased by v (increased!)
"Secondary Explosion! "
"Explosion size: " & v
' SMALL WEAPONS
Check for any Small Weapons
If (Rnd < 0.3) AND (damage > 350)
For each Small Weapon type (loop 10 times)
Small Weapon count = 0
"Small weapon storage destroyed!"
v = Rnd * 100
damage increased by v (increased!)
"Secondary Explosion! "
"Explosion size: " & v
' ENGINES
Check for any Engines
If (Rnd < 0.18) AND (damage > 350)
For each Engine type (loop 20 times)
Engine count = 0
"Engine storage destroyed!"
v = Rnd * 600
damage increased by v (increased!)
"Secondary Explosion! "
"Explosion size: " & v
' HYPERDRIVES
Check for any HyperDrives
If (Rnd < 0.18) AND (damage > 350)
For each HyperDrive type (loop 10 times)
HyperDrive count = 0
"HyperDrive storage destroyed!"
v = Rnd * 400
damage increased by v (increased!)
"Secondary Explosion! "
"Explosion size: " & v
' SHIELDS
Check for any Shields
If (Rnd < 0.145) AND (damage > 350)
For each Shield type (loop 10 times)
Shield count = 0
"Ship shield generator storage destroyed!"
damage NOT reduced
' GENERATORS
Check for any Generators
If (Rnd < 0.2345) AND (damage > 350)
For each Generator type (loop 10 times)
Generator count = 0
v = Rnd * 800
damage increased by v (increased!)
"Ship power generator storage destroyed!"
"Secondary Explosion! "
"Explosion size: " & v
' ROBOT RAZE
If Base owned by Robots
If damage > 550
Special Structure 1 = 0 (Insectoid Nests destroyed)
Special Structure 2 = 0 (Gun Zero destroyed)
Special Structure 3 = 0 (no effect)
Special Structure 4 = 0 (no effect)
' DESTROY SINGLE BUILDINGS
If damage > 100
For each of the following buildings: Pod Pad, Air Attack Base,
Military Spaceport, Engine Plant, Mech Plant, Fighter Planet,
Med Lab, Government Center, BaseShield, Ordnance Planet,
Weapons Factory, Ship Parts Factory
If Rnd * 0.2 (bug! Should be Rnd < 0.2)
Building destroyed
damage reduced by 100
"Destroyed: " & building name % v
' KILL COLONISTS
If damage > 1000
qK = Colonists
qI = Raid Shelters
qX = Undercities
Max qX = 10000
Max qI = 10000
qK = qK – (qI * 100,000) (Population protected by Shelters)
qK = qK – (qX * 100,000) (Population protected by Undercities)
qV = (qK / 2) * Rnd (#Kills)
if qV > 0
Colonists reduced by qV
"Colonists killed: " & qV
If Base is Privateer
v = qV / 50
Planet Money increased by v
Planet Neutronium increased by v / 3
Planet Ord increased by v * 2
Planet Repair increased by v / 2
damage reduced by 1000 * Rnd
' KILL CREW
If damage > 1000
v = (Crew / 4) * Rnd
Crew reduced by v
damage reduced by 1000 * Rnd
If v > 0
"Crew killed: " & v
' KILL TROOPS
If damage > 1000
v = (Troops / 6) * Rnd
Troops reduced by v
damage reduced by 1000 * Rnd
If v > 0
"Troops killed: " & v
' KILL PRISONERS
If damage > 1000
For each Player (loop 30 times)
Random number of Troop prisoners killed.
Random number of Colonist prisoners killed.
Random number of High Guard prisoners killed.
Random number of Crew prisoners killed.
If any Prisoners on base
"Prisoners killed"
damage NOT reduced
' KILL NATIVES
If damage > 1000
For each Native type (loop 10 times)
Random number of Natives killed
"Natives Killed"
damage NOT reduced
' KILL HIGH GUARD
If damage > 1000
v = High Guard * Rnd
High Guard reduced by v
If v > 0
"High Guard killed: " & v
damage NOT reduced
' DESTROY ORDNANCE
If Rnd * 10,000 < Ord (Ord > 10,000 will result in explosion!)
v = Ord * Rnd
Ord reduced by v
If v > 0
"Ordnance dump explosion: " & v
Damage increased by v (increased!)
' KILL ROGUE COLONISTS
If damage > 1500
RogueColonists reduced by (RogueColonist * Rnd) / 3
RogueNatives reduced by (RogueNatives * Rnd) / 3
' DESTROY SMELTERS
If damage > 9000
v = (damage / 1000) * Rnd
Maximum v of Smelters
Smelters reduced by v
damage reduced by v * 50
If v > 0
"Smelters destroyed: " & v
' DESTROY FACTORIES
If damage > 3000
v = (damage / 800) * Rnd
Maximum v of Factories
Factories reduced by v
damage reduced by v * 80
If v > 0
"Factories destroyed: " & v
' DESTROY MINES
If damage > 3000
v = (damage / 1800) * Rnd
Maximum v of Mines
Mines reduced by v
damage reduced by v * 180
If v > 0
"Mineral mines destroyed: " & v
' DESTROY FIGHTERS
If damage > 1000
If Rnd < 0.2
v = Fighter Type 1 * Rnd / 2
If v > 0
Fighter Type 1 reduced by v
"Type 1 fighters destroyed: " & v
damage reduced by v
v = Fighter Type 2 * Rnd / 2
If v > 0
Fighter Type 2 reduced by v
"Type 2 fighters destroyed: " & v
damage reduced by v
v = Fighter Type 3 * Rnd / 2
If v > 0
Fighter Type 3 reduced by v
"Type 3 fighters destroyed: " & v
damage reduced by v
' DESTROY CITIES
If damage > 1000
If Rnd < 0.5
v = (damage / 500) * Rnd
Maximum v of Cities
Cities reduced by v
If v > 0
"Cities destroyed: " & v
damage reduced by 300
' DESTROY TRAINING CENTERS
If damage > 1000
If Rnd < 0.5
v = (damage / 600) * Rnd
Maximum v of TCs
TCs reduced by v
damage reduced by 30
If v > 0
"Training centers destroyed: " & v
' DESTROY RACE STRUCTURE 1
If damage > 1000
If Rnd < 0.5
v = (damage / 600) * Rnd
Maximum v of Structure1
Structure1 reduced by v
damage reduced by 30
' DESTROY RACE STRUCTURE 2
If damage > 1000
If Rnd < 0.5
v = (damage / 600) * Rnd
Maximum v of Structure2
Structure2 reduced by v
damage reduced by 30
' DESTROY RACE STRUCTURE 3
If damage > 1000
If Rnd < 0.5
v = (damage / 600) * Rnd
Maximum v of Structure3
Structure3 reduced by v
damage reduced by 30
' DESTROY RACE STRUCTURE 4
If damage > 1000
If Rnd < 0.5
v = (damage / 600) * Rnd
Maximum v of Structure4
Structure4 reduced by v
damage reduced by 30
' DESTROY FARMS
If damage > 1000
If Rnd < 0.3
v = (damage / 600) * Rnd
Maximum v of Farms
Farms reduced by v
damage reduced by 130
If v > 0
"Farms destroyed: " & v
' DESTROY PUBLIC SPACE PORTS
If damage > 1000
If Rnd < 0.4
v = (damage / 600) * Rnd
Maximum v of PSPs
PSPs reduced by v
damage reduced by 160
if v > 0
"Public space ports destroyed: " & v
' DESTROY TERRAFORMERS
If damage > 1000
If Rnd < 0.3
v = (damage /700) * Rnd
Maximum v of Terraformers
Terraformers reduced by v
damage reduced by 160
if v > 0
"Terraformers destroyed: " & v
' DESTROY ARMOR
If damage > 500
If Rnd < 0.1
v = Armor * Rnd
Maximum v of (damage / 5)
Armor reduced by v
damage reduced by v * 5
if v > 0
"Armor dump hit: " & v
' DESTROY BASE SCANNER
If damage > 1000
If Rnd < 0.8
v = (damage / 100) * Rnd
Maximum v of Base Scanner
Base Scanner reduced by v
damage reduced by v * 60
' DESTROY MECHS
If damage > 1000
If Rnd < 0.1
For each Mech type (loop 3 times)
v = Mech * Rnd / 4
if v > 0
Mech reduced by v
"Type " & 1,2 or 3 & " ground units destroyed: " & v
damage reduced by v
' DESTROY RAID SHELTERS
If damage > 7300
If Rnd < 0.4
v = (damage / 1000) * Rnd
Maximum v of Raid Shelters
Raid Shelters reduced by v
damage reduced by 260
If v > 0
"Raid shelters destroyed: " & v
' DESTROY UNDERCITIES
If damage > 7700
If Rnd < 0.005
v = (damage / 1000) * Rnd
Maximum v of Undercities
Undercities reduced by v
damage reduced by 360
If v > 0
"Under cities destroyed: " & v
