2 .NA Hitchance "The chance of a projectile hitting its target"
4 This page describes the chance of a mine, torpedo, ship anti-missile
5 defense, missile, or plane hitting its target.
9 The chance of a ship hitting a mine at sea is (mines/(mines+20)). (For
10 example, with 20 mines, the chance of hitting one is 20/40 = 50%) The
11 damage is dependent upon the size of the ship and the spot that the
12 mine hits. (see \*Qinfo Damage\*U).
16 The chance of a land unit hitting a land mine is mines/(mines+35).
17 (For example, with 20 mines, the chance of hitting one is 20/55 =
18 36%). See \*Qinfo Damage\*U to find out how much damage things take
19 from land mines. Note that the chance of land units hitting land
20 mines is divided by 3 if the land units are accompanied by engineers.
22 When moving commodities (civs, mil, shells, etc) or transporting
23 planes, the chance is also dependent upon the weight being moved.
24 First the above chance is checked, and then a chance equal to (weight
29 The chance of a torpedo hitting its target is equal to:
30 hitchance = 0.9/(range + 1)
31 where "range" is the range to the target. If the visibility of the
32 ship firing is less than 6, then (5 - visibility) * 0.03 is added to
35 Thus, the base chance of a sub hitting its target (before visibility
47 Ships anti-missile defense
48 If a ship has "anti-missile" defense capabiilty, then it will
49 intercept any marine missiles launched at ships within 1 sector of the
50 ship. Only missiles belonging to a country you are "At War" with will
51 be intercepted. Only ships which are at least 60% efficient will be
52 able to use their anti-missile defenses. The chance of the ship
53 hitting the incoming missile it equal to:
55 hitchance = gun * eff * tfact * 4.5 - (missile "def" value)
57 gun = the number of guns the ship is allowed to carry
58 eff = the efficiency of the shiip
59 tfact = tech / (tech + 200)
61 tech is the tech level that the ship was built at
64 Plane and missile hitchance
66 a sector, then the hitchance is 100%. Otherwise, the following
67 procedure is used to calculate hitchance.
69 The formula for a plane or missile hitting its target depends on the
70 type of the target (ship, plane, land unit) and the "hardtarget" value
71 of the target (which represents how hard that target is to hit).
74 vis = the visibility of the ship (from 'show ship stats').
75 For a sub, we set vis = visibility * 4.
76 If the ship is at sea, then:
77 hardtarget = (eff of ship) * (20 + speed/2 - vis)
79 hardtarget = (eff of ship) * (20 - vis)
80 The hardtarget of a fleet is the hardtarget if the "easiest" target in
84 hardtarget = (efficiency) * (10 + (sector defense) * 2 + speed/2 - vis)
85 The hardtarget of an army is the hardtarget of the "easiest" target in
89 If the plane is in the air (satellite, icbm), then
90 hardtarget = the "def" value of the plane.
91 otherwise if the plane is on the ground:
94 Once we have calculated the "hardtarget" value of the target, then the
95 chance of a plane or missile hitting its target is equal to:
97 hitchance = acc - hardtarget
100 acc = (efficiency) * (1 - 0.1 * tfact) * (1 - placc/100)
102 tfact = (pltech - mintech)/(pltech - mintech/2)
104 pltech = tech level of plane
105 mintech = min tech level required to build plane
107 placc = plane accuracy
108 and if the target is a ship and the plane is an ASW plane, then
110 and if the target is a ship and the plane does not have tactical capability
113 Lastly we smooth out the bottom end of the hitchance curve. If
114 hitchance is less than 20, then it is "belled up" using the following
116 hitchance = 5 + 300 / (40 - hitchance).
118 On the other hand, you can just find out the hitchance by pinbombing
119 or launching a missile--the hitchance is always printed! :-)
121 .SA "fire, launch, bomb, torpedo, Attacking, Damage, Interception, Combat"