Ramming
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[edit] Overview
During a Space Combat a ship can make attempts to ram an enemy ship. The collision will inflict damage to the targetted ship and to itself. For a successful ram attack the attacking ship has to be within a distance of 25 and to have a higher Ram skill than the target ship. Inside the VCR any ship with Ram set to ON will move faster and follow its navigation orders more closely, the latter probably through a reduction of deltaTime.
The IMT have two advantages when set to Ram: a +40 attack bonus, which raises the attacking ship's Ram skill, and a second Ram chance at a distance of 125.
[edit] Mechanics
Attention: The following information needs to be confirmed!
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.
[edit] Rammer
The chance to ram, as well as the damage done basically depends on these variables:
| M1 | Hull Mass |
| VMax1 | Max Hull Speed |
| Att1 | Total Attack Bonus |
| Sk1 | Skill |
[edit] Target
| M2 | Hull Mass |
| Att2 | Total Attack Bonus |
| Sk2 | Skill |
[edit] Chance to Ram
' VCR speed of the Rammer, the speed of the target is neglected V = Max(0 , 6 – M1 / 100) + VMax1 / 40 IF alien hull THEN V = V * 0,7 V = V / 3 IF engine damage >= 60% then V = 0 ' no speed ' Special rules for the IMT IMT on ram course have a + 40 attack bonus (also for normal weapon fire) IMT can ram at a distance of 25 as all other races IMT get a second ram chance at 125 distance. ' Ram Skill of Rammer RSk1 = Att1 + Sk1 * rnd ' Ram Skill of Target RSk2 = Att2 + Sk2 * (rnd/2 + 1/2) IF RSk1>RSk2 THEN ' RAM!
[edit] Damage to Target
' Ram Power
P = M1 * V
' Drain/damage power inflicted on Target
D2 = P * 100 / (M2 + 50)
' Drain Shields od Target
Dr2 = Min(S2, D2) {comment|shield drain}}
S2 = S2 - Dr2 {comment|S2: Shield of Target }}
D2 = D2 - Dr2 {comment|reduce drain/damage power}}
' Drain Armor of Target
IF S=0 THEN
Dr2 = Min(A2, D2) ' armor drain
A2 = A2 - Dr2 ' A: Armor of Target
D2 = D2 - Dr2 ' reduce drain/damage capability
END IF
' Damage to Hull and Parts of Target
IF A=0 THEN
' 1000 hull damage points in code are 100% in 'reality'!
HullDam2 = HullDam2 + D * PartsMod2 / 100 * (rnd/5 + 4/5) * 500/(M2+50) + 0.5
EngDam2 = EngDam2 + D * EngMod2 / 100 * rnd * 100/(M2+50) + 0.5
HypDam2 = HypDam2 + D * HypMod2 / 100 * rnd * 100/(M2+50) + 0.5
SysDam2 = SysDam2 + D * SysMod2 / 100 * rnd * 100/(M2+50) + 0.5
LifeDam2 = LifeDam2 + D * LifeMod2 / 100 * rnd * 100/(M2+50) + 0.5
WeapDam2 = WeapDam2 + D * PartsMod2 / 100 * rnd * 100/(M2+50) + 0.5
ShDam2 = ShDam2 + D * PartsMod2 / 100 * rnd * 100/(M2+50) + 0.5
' Critical Hit
IF Rnd*20 < SoftSpot2 then HullDam2 = HullDam2 + 600 + 2000 * rnd
Crew2 = Crew2 - Min(rnd*100,Crew2)
END IF
[edit] Damage to Rammer
' Ram Power P = M1 * V ' Drain/damage power inflicted on Rammer D1 = P * 100 / (M1 + 50) ' Drain/Damage like above
[edit] Comments
Attention: The following information needs to be confirmed!
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. The speed value v is not the real speed in vcr. It is used as a parameter for the angular and radius velocity and acceleration during the calculation. For the first 200 ticks ships move with a constant radius speed of –3 towards the centre and first after this tick 200 the movement is checked/updated and ramming can come into play. Ships start at a radius of 850-900. So at tick 200 they should have a radius of 250-300. But the movement is not checked every tick.
In a movement check to each ship the time for the next movement check is designed by:
V = Skill + Experience / 4 V = V / 10 V = max(V, 25)
deltaTime = deltaTime + 50 + Rnd * 10 – V deltaTime = deltaTime + 300 + Rnd * 100
due to if the ship is on an escape or attack course which is decided by the damage state of the ship. And only on a attack course ramming is possible. More skilled and experienced ships can update their movement more often and have therefore more chances to ram.
[edit] Example
Attention: The following information needs to be confirmed!
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.
[edit] Rammer
| Hull | Mass | VMax | Attack | Skill | Exp | PartsMod | Softspot |
|---|---|---|---|---|---|---|---|
| Law Dog Class Battleship | 625 | 190 | 80 | 100 | 0 | 90 | 1 |
[edit] Target
| Hull | Mass | VMax | Attack | Skill | Exp | PartsMod | Softspot |
|---|---|---|---|---|---|---|---|
| Enforcer Class Dreadnought | 3000 | 120 | 0 | 100 | 0 | 80 | 1 |
RSk1 = 80 + 100 * rnd RSk2 = 0 + 50 + 50 * rnd
The chance for RSK1>Rsk2 is 96% in this example.
V = Max(0 , 6 – 625 / 100) + 190 / 40 = 19/4 P = 625 * 19 / 4 = 2968.75 D1 = 2968.75 * 100 /(3000+50) = 97.34
So the Law Dog can drain 97.34 points of shield per ramming event.
P = 625 * 19 / 4 = 2968.75 D = 2968.75 * 100 / (625+50) = 493.81
But it gets more damage!
If several Law Dogs would ram the Dreadnought and they manage to completely drain the shield and armor then a direct hit to the hull would inflict:
97.34 * 80/100 * (rnd/5 + 4/5) * 500/(3000+50) + 0.5 = 10.71 + 2.55 * rnd damage points (~1% hull damage)
A Law Dog itself gets
493.81 * 90/100 * (rnd/5 + 4/5) * 500/(625+50) = 263.87 + 65.84 * rnd damage points (~29%)
I hope the calculations are correct...
A last note:
IF Rnd * 20 < SoftSpot then HullDam = HullDam + 600 + 2000 * rnd
This means that if SoftSpot >= 20 then always a critical hit is inflicted (if shield and armor are gone) which then inflicts 60%-260% hull damage. Below a value of 20 the chance for hitting the soft spot is SoftSpot/20.
(Drayath) I believe you are missing the V=V/3 step out, which multiples damage to attacker and defender by 3.
GFM GToeroe
[edit] Ramming Calculator
Attention: The following information needs to be confirmed!
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.
Want to perform your own calculations, want some fancy ramming graphs. Then try this excel spreadsheet, improvement suggestion welcome.
http://www.brightsoft.net/planets/Drayaths Ramming Guide.xls
