System Assault: Difference between revisions

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GroundCombat: *Buildings **PercentGroundCombat + PercentGroundDefense: [http://botf2.square7.ch/b2_db/BuildingsGroundCombat+Defense.php Database-List]
Land Troops: if the attacked System still has shields online it's not available to Land Troops
 
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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 )


=== InvasionStatus ===
= Unload all ordinance on planet =


*InProgress
*Duration: 1 Round
*Victory
*totalPopDamage += 0.5 * actualDamage;
*Defeat
*Stalemate


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)


<img size=1200>http://botf2.square7.ch/wiki-files/images/_Screenshots/9---System-Assault/9---System-Assault-2013-12-25.jpg</img>
= 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 ===
Line 41: Line 101:
*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/dropTroops.wav dropTroops.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):


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.

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

Sounds

Depending what kind of assault is done one (or more of) following sounds are played while the assault:



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>9---System-Assault-2013-12-25.jpg</img>