Orbital Bombardment

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[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.

[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

See 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
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