System Assault: Difference between revisions
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=Intro = | |||
Basic info >> see [[Manual#System Assault]] | Basic info >> see [[Manual#System Assault]] | ||
see also [[#Last changes]] | |||
System Assault is done in maximum five rounds (see in the screen yellow top bar) | |||
*on the left side the attackers assets are shown (combatant ships) | |||
*in the middle assets of the defender race are displayed | |||
for both: use tooltips displayed at mouseover | |||
*on the right side headlined with "Orders" (use also tooltips here especially for the bars !!!) | |||
**left hand defender shield strength is displayed by a vertical bar (if defender doesn't have shields/ a [[System#Shield Generator|shield generator]] it is offline, of course) | |||
**right hand DefenderCombatStrength + DefenderPopulation is displayed by a vertical bar | |||
then '''Actions''' (not all are everytime available): | |||
*[[#Attack Orbital Defenses|Attack Orbital Defenses]] (only if orbital defenses are there) | |||
*[[#Bombard planet|Bombard planet]] | |||
*[[#Unload all ordinance on planet|Unload all ordinance on planet]] | |||
*[[#Land Troops|Land Troops]] | |||
*[[#Stand down|Stand down]] | |||
at bottom there are: | |||
*Change orders or | |||
*Commit | |||
== Last changes == | |||
*(Supremacy) https://bitbucket.org/mstrobel/supremacy/issue/323/system-assault (issue/323) | |||
**Only torpedoes would fire on the surface, including the planetary shield: this would also make the planetary shield more durable, and cruisers and above (strike cruisers and command cruisers) be more effective against them (shield, structures and population); destroyers and scouts would thus be less effective (or inneffective) against shielded systems. | |||
*https://bitbucket.org/mstrobel/supremacy/issue/301/system-assault-shields-and-hull-of-ships (issue/301) | |||
== Strategy == | |||
Your strategy might depend on whether you have transport ships (with troops for conquering) or not | |||
*without transporters you might kill or bring down the population (UNLOAD ORDINANCE) or/and cause a lot of damage BOMBARDMENT (MaximumDamage) | |||
*with a small amount of transporters you better reduced defense by BOMBARDMENT (MaximumPrecision) beyond a limit your transporter have enough GroundCombatStrength | |||
*with a lot of transporters (in the whole galaxy) you might immediately LAND TROOPS | |||
= Attack Orbital Defenses = | |||
= Bombard planet = | |||
=== InvasionTargetingStrategy for Bombardment === | === InvasionTargetingStrategy for Bombardment === | ||
*MaximumPrecision: Attempt to minimize collateral damage. Precision is favored at the expense of overall damage. | *MaximumPrecision: Attempt to minimize collateral damage. Precision is favored at the expense of overall damage. | ||
*Balanced: Attempt to balance precision and overall damage. Moderate levels of collateral damage are acceptable. | **totalPopDamage += 0.5 * actualDamage; | ||
*MaximumDamage: Inflict the most damage possible at the expense of precision. Collateral damage is not a concern. | **structureHitChance *= 1; | ||
**I guess: more population, less structures | |||
*Balanced: Attempt to balance precision and overall damage. Moderate levels of collateral damage are acceptable. | |||
**totalPopDamage += 0.25 * actualDamage; | |||
**structureHitChance *= 2; | |||
*MaximumDamage: Inflict the most damage possible at the expense of precision. Collateral damage is not a concern. | |||
**totalPopDamage += 0.125 * actualDamage; | |||
**structureHitChance *= 3; | |||
(see also https://bitbucket.org/mstrobel/supremacy/issues/94/orbital-bombardment ) | |||
= Unload all ordinance on planet = | |||
*Duration: 1 Round | |||
*totalPopDamage += 0.5 * actualDamage; | |||
see [[#Strategy]] - with UNLOAD ORDINANCE you can reduced population very quick without causing too much damage on structures (but don't forget to eliminate first Orbital Batteries by BOMBARDMENT) | |||
= Land Troops = | |||
*available if transport ships are involved in system assault | |||
* if the attacked System still has shields online it's not available to Land Troops | |||
Next screen will show you your transporters - select: | |||
*mark the transporters you want to participant (yellow point in check box) -> mention: ALL participant will be gone after a victory or a defeat | |||
*compare "Total (Net) Combat Strength" displayed at bottom, especially the value in clamps showing positive or negative which is result of transporter's strength minus tooltip-value of ground combat strength-bar top right. | |||
=== GroundCombat === | === GroundCombat === | ||
*Buildings | |||
**PercentGroundCombat + PercentGroundDefense: [http://botf2.square7.ch/b2_db/BuildingsGroundCombat+Defense.php Database-List] | |||
==== Sounds ==== | ==== Sounds ==== | ||
Depending what kind of assault is done one (or more of) following sounds are played while the assault: | Depending what kind of assault is done one (or more of) following sounds are played while the assault: | ||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/ | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/ | *vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_SM.wav Bombardment_SM.wav] | ||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/ | *vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_LG.wav Bombardment_LG.wav] | ||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/CombatLaser.wav CombatLaser.wav] | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatBio.wav CombatBio.wav] | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatChemical.wav CombatChemical.wav] | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatLaser.wav CombatLaser.wav] | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatNuclear.wav CombatNuclear.wav] | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatAll.wav CombatAll.wav] | |||
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/dropTroops.wav dropTroops.wav] | |||
= Stand down = | |||
= InvasionStatus = | |||
*if any orbitals are left when retreating, then the invasion is a defeat, else it's a standoff, the invader being merciful | |||
== InProgress == | |||
==Victory== | |||
==Defeat== | |||
==Stalemate== | |||
if MaxRounds achieved then result of this turn is Stalemate. | |||
= Screenshot = | |||
<img size=1200>http://botf2.square7.ch/wiki-files/images/_Screenshots/9---System-Assault/9---System-Assault-2013-12-25.jpg</img> | |||
[[category:GUI]] [[category:Ships]] | [[category:GUI]] [[category:Ships]] | ||
Latest revision as of 16:49, 28 October 2017
Intro
Basic info >> see Manual#System Assault
see also #Last changes
System Assault is done in maximum five rounds (see in the screen yellow top bar)
- on the left side the attackers assets are shown (combatant ships)
- in the middle assets of the defender race are displayed
for both: use tooltips displayed at mouseover
- on the right side headlined with "Orders" (use also tooltips here especially for the bars !!!)
- left hand defender shield strength is displayed by a vertical bar (if defender doesn't have shields/ a shield generator it is offline, of course)
- right hand DefenderCombatStrength + DefenderPopulation is displayed by a vertical bar
then Actions (not all are everytime available):
- Attack Orbital Defenses (only if orbital defenses are there)
- Bombard planet
- Unload all ordinance on planet
- Land Troops
- Stand down
at bottom there are:
- Change orders or
- Commit
Last changes
- (Supremacy) https://bitbucket.org/mstrobel/supremacy/issue/323/system-assault (issue/323)
- Only torpedoes would fire on the surface, including the planetary shield: this would also make the planetary shield more durable, and cruisers and above (strike cruisers and command cruisers) be more effective against them (shield, structures and population); destroyers and scouts would thus be less effective (or inneffective) against shielded systems.
- https://bitbucket.org/mstrobel/supremacy/issue/301/system-assault-shields-and-hull-of-ships (issue/301)
Strategy
Your strategy might depend on whether you have transport ships (with troops for conquering) or not
- without transporters you might kill or bring down the population (UNLOAD ORDINANCE) or/and cause a lot of damage BOMBARDMENT (MaximumDamage)
- with a small amount of transporters you better reduced defense by BOMBARDMENT (MaximumPrecision) beyond a limit your transporter have enough GroundCombatStrength
- with a lot of transporters (in the whole galaxy) you might immediately LAND TROOPS
Attack Orbital Defenses
Bombard planet
InvasionTargetingStrategy for Bombardment
- MaximumPrecision: Attempt to minimize collateral damage. Precision is favored at the expense of overall damage.
- totalPopDamage += 0.5 * actualDamage;
- structureHitChance *= 1;
- I guess: more population, less structures
- Balanced: Attempt to balance precision and overall damage. Moderate levels of collateral damage are acceptable.
- totalPopDamage += 0.25 * actualDamage;
- structureHitChance *= 2;
- MaximumDamage: Inflict the most damage possible at the expense of precision. Collateral damage is not a concern.
- totalPopDamage += 0.125 * actualDamage;
- structureHitChance *= 3;
(see also https://bitbucket.org/mstrobel/supremacy/issues/94/orbital-bombardment )
Unload all ordinance on planet
- Duration: 1 Round
- totalPopDamage += 0.5 * actualDamage;
see #Strategy - with UNLOAD ORDINANCE you can reduced population very quick without causing too much damage on structures (but don't forget to eliminate first Orbital Batteries by BOMBARDMENT)
Land Troops
- available if transport ships are involved in system assault
- if the attacked System still has shields online it's not available to Land Troops
Next screen will show you your transporters - select:
- mark the transporters you want to participant (yellow point in check box) -> mention: ALL participant will be gone after a victory or a defeat
- compare "Total (Net) Combat Strength" displayed at bottom, especially the value in clamps showing positive or negative which is result of transporter's strength minus tooltip-value of ground combat strength-bar top right.
GroundCombat
- Buildings
- PercentGroundCombat + PercentGroundDefense: Database-List
Sounds
Depending what kind of assault is done one (or more of) following sounds are played while the assault:
- vfs:///Resources/SoundFX/GroundCombat/Bombardment_SM.wav
- vfs:///Resources/SoundFX/GroundCombat/Bombardment_LG.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatBio.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatChemical.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatLaser.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatNuclear.wav
- vfs:///Resources/SoundFX/GroundCombat/CombatAll.wav
- vfs:///Resources/SoundFX/GroundCombat/dropTroops.wav
Stand down
InvasionStatus
- if any orbitals are left when retreating, then the invasion is a defeat, else it's a standoff, the invader being merciful
InProgress
Victory
Defeat
Stalemate
if MaxRounds achieved then result of this turn is Stalemate.
Screenshot
<img size=1200>
</img>