Difference between revisions of "System Assault"
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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 15:49, 28 October 2017
Contents
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