121 lines
4.1 KiB
Perl
121 lines
4.1 KiB
Perl
.TH Concept Hitchance
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.NA Hitchance "The chance of a projectile hitting its target"
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.LV Expert
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This page describes the chance of a mine, torpedo, ship anti-missile
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defense, missile, or plane hitting its target.
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.nf
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Sea Mine hitchance
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The chance of a ship hitting a mine at sea is (mines/(mines+20)). (For
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example, with 20 mines, the chance of hitting one is 20/40 = 50%) The
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damage is dependent upon the size of the ship and the spot that the
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mine hits. (see \*Qinfo Damage\*U).
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Land Mine Hitchance
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The chance of a land unit hitting a land mine is mines/(mines+35).
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(For example, with 20 mines, the chance of hitting one is 20/55 =
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36%). See \*Qinfo Damage\*U to find out how much damage things take
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from land mines. Note that the chance of land units hitting land
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mines is divided by 3 if the land units are accompanied by engineers.
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When moving commodities (civs, mil, shells, etc) or transporting
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planes, the chance is also dependent upon the weight being moved.
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First the above chance is checked, and then a chance equal to (weight
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/ 100) is checked.
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Torpedo hitchance
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The chance of a torpedo hitting its target is equal to:
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hitchance = 0.9/(range + 1)
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where "range" is the range to the target. If the visibility of the
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ship firing is less than 6, then (5 - visibility) * 0.03 is added to
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the hitchance.
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Thus, the base chance of a sub hitting its target (before visibility
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modification) is:
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Range Chance
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0 90%
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1 45%
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2 30%
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3 22.5%
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4 18%
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5 15%
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Ships anti-missile defense
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If a ship has "anti-missile" defense capabiilty, then it will
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intercept any marine missiles launched at ships within 1 sector of the
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ship. Only missiles belonging to a country you are "At War" with will
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be intercepted. Only ships which are at least 60% efficient will be
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able to use their anti-missile defenses. The chance of the ship
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hitting the incoming missile it equal to:
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hitchance = gun * eff * tfact * 4.5 - (missile "def" value)
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where
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gun = the number of guns the ship is allowed to carry
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eff = the efficiency of the shiip
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tfact = tech / (tech + 200)
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where
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tech is the tech level that the ship was built at
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Plane and missile hitchance
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If the plane or missile is carrying a nuclear warhead or the target is
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a sector, then the hitchance is 100%. Otherwise, the following
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procedure is used to calculate hitchance.
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The formula for a plane or missile hitting its target depends on the
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type of the target (ship, plane, land unit) and the "hardtarget" value
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of the target (which represents how hard that target is to hit).
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Ship:
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vis = the visibility of the ship (from 'show ship stats').
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For a sub, we set vis = visibility * 4.
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If the ship is at sea, then:
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hardtarget = (eff of ship) * (20 + speed/2 - vis)
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otherwise:
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hardtarget = (eff of ship) * (20 - vis)
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The hardtarget of a fleet is the hardtarget if the "easiest" target in
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the fleet.
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Land unit:
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hardtarget = (efficiency) * (10 + (sector defense) * 2 + speed/2 - vis)
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The hardtarget of an army is the hardtarget of the "easiest" target in
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the army.
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Plane:
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If the plane is in the air (satellite, icbm), then
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hardtarget = the "def" value of the plane.
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otherwise if the plane is on the ground:
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hardtarget = 0
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Once we have calculated the "hardtarget" value of the target, then the
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chance of a plane or missile hitting its target is equal to:
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hitchance = acc - hardtarget
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where
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acc = (efficiency) * (1 - 0.1 * tfact) * (1 - placc/100)
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where
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tfact = (pltech - mintech)/(pltech - mintech/2)
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where
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pltech = tech level of plane
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mintech = min tech level required to build plane
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and
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placc = plane accuracy
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and if the target is a ship and the plane is an ASW plane, then
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placc = placc - 20
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and if the target is a ship and the plane does not have tactical capability
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placc = placc + 35
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Lastly we smooth out the bottom end of the hitchance curve. If
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hitchance is less than 20, then it is "belled up" using the following
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curve:
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hitchance = 5 + 300 / (40 - hitchance).
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On the other hand, you can just find out the hitchance by pinbombing
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or launching a missile--the hitchance is always printed! :-)
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.fi
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.SA "fire, launch, bomb, torpedo, Attack, Damage, Interception, Combat"
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