138 lines
3.9 KiB
Perl
138 lines
3.9 KiB
Perl
.TH Concept Flak
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.NA Flak "How flak works"
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.LV Basic
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This page describes flak, and how it works.
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.s1
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Flak is created from gunfire when enemy planes fly overhead.
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.s1
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The way that flak works when planes fly over a sector is:
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.nf
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* Sector flak is fired. Up to a maximum of 14 guns can fire.
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They're then scaled by twice your country's tech factor. So, for
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example, if you had 14 guns firing, and have a tech factor of 35%,
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you would have a total of 14 * .35 * 2 = 10 (after rounding) guns
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firing.
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* Land unit flak is then fired. Only 'flak' capable units will fire
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in this volley (see "info show"), and each point of aaf counts as
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1.5 flak guns. Flak saturates at 14 guns, and is then scaled by
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unit tech factor.
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* Ship flak is then fired. Flak saturates at 14 guns, and is then
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scaled by unit tech factor.
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.fi
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.s1
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In addition, if you are pin-bombing a land unit or a ship, when
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you make your bombing run, the specific unit/ship you are bombing
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gets to fire flak at you again. This number of guns firing flak
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in these cases does NOT saturate.
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Land units do not need capability flak to fire here.
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.s1
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The formulas for determining the # of guns fired in a general volley
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is:
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.nf
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Sector:
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guns = (guns in sector);
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if (guns > 14)
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guns = 14;
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Ship:
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guns = 0;
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for (each ship in the sector)
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guns += min(guns, guns able to fire)
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if (guns > 14)
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guns = 14;
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Land unit:
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guns = 0;
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for (each land unit in the sector)
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guns += (aaf rating) * 1.5
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if (guns > 14)
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guns = 14;
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.fi
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.s1
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Then, for each of the above general flak volleys, the # of guns is
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scaled like so:
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.nf
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firing = guns * (average techfact) * 2;
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where average techfact is the average tech factor of everything that
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could fire in this volley, regardless of saturation. Sectors use
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their owner's tech factor.
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On pinpoint bombing runs, the # of guns firing is determined by:
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Ship:
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guns = min(guns, guns able to fire) * (techfact of ship) * 2;
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Land unit:
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guns = (aaf rating) * (techfact of unit) * 3;
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techfact is determined by:
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techfact = (50.0 + tech) / (200.0 + tech);
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.fi
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.s1
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Once the number of flak guns firing has been determined, the planes
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have to fly through it. The plane may have to fly through flak up
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to 4 times in each sector, depending on circumstances. They are:
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.nf
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1) Fly through general sector flak (if any)
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2) Fly through general ship flak (if any)
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3) Fly through general unit flak (if any)
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4) If pin-bombing, fly through specific unit or ship flak (if any)
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.fi
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.s1
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To figure out the damages that a plane takes each time it flies through
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flak, the following formula's are used:
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.nf
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flak = # of guns firing.
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flak = flak - (planes defense);
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if (plane is not tactical)
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flak = flak - 1;
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if (plane is stealthy)
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flak = flak - 2;
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if (plane is half stealthy)
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flak = flak - 1;
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if (flak > 8)
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mult = flaktable[16];
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else if (flak < -7)
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mult = flaktable[0];
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else {
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flak += 8;
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mult = flaktable[flak];
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}
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mult *= flakscale;
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damage = ((random number from 1 to 8) + 2) * mult;
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if (damage > 100)
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damage = 100;
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plane's eff = (plane's eff) - dam;
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if (plane's eff < 10%)
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plane is shot down
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else if (chance((80 - (plane's eff)) / 100))
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plane aborts mission
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otherwise the plane continues on it's mission
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For the above, use this table:
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flaktable[0] = 0.132
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flaktable[1] = 0.20
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flaktable[2] = 0.20
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flaktable[3] = 0.25
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flaktable[4] = 0.30
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flaktable[5] = 0.35
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flaktable[6] = 0.40
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flaktable[7] = 0.45
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flaktable[8] = 0.50
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flaktable[9] = 0.50
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flaktable[10] = 0.55
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flaktable[11] = 0.60
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flaktable[12] = 0.65
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flaktable[13] = 0.70
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flaktable[14] = 0.75
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flaktable[15] = 0.80
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flaktable[16] = 1.1305
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and a flakscale of 1.75
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.fi
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.SA "bomb, fly, recon, paradrop, nation, Planes, Interception, Combat"
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