Difference between revisions of "System Assault"

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=Intro =
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Basic info >> see [[Manual#System Assault]]
 
Basic info >> see [[Manual#System Assault]]
 +
 +
see also [[#Last changes]]
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 +
 +
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)
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*[[#Bombard planet|Bombard planet]]
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*[[#Unload all ordinance on planet|Unload all ordinance on planet]]
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*[[#Land Troops|Land Troops]]
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*[[#Stand down|Stand down]]
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 +
 +
at bottom there are:
 +
*Change orders or
 +
*Commit
 +
 +
== Last changes ==
 +
 +
*(Supremacy) https://bitbucket.org/mstrobel/supremacy/issue/323/system-assault (issue/323)
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**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.
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*https://bitbucket.org/mstrobel/supremacy/issue/301/system-assault-shields-and-hull-of-ships (issue/301)
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 +
== Strategy ==
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 +
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
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= Attack Orbital Defenses =
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 +
= Bombard planet =
  
 
=== InvasionTargetingStrategy for Bombardment ===
 
=== InvasionTargetingStrategy for Bombardment ===
  
*MaximumPrecision: Attempt to minimize collateral damage.  Precision is favored at the expense of overall damage.
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*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.
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**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;
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*MaximumDamage: Inflict the most damage possible at the expense of precision.  Collateral damage is not a concern.  
 +
**totalPopDamage += 0.125 * actualDamage;
 +
**structureHitChance *= 3;
  
=== InvasionStatus ===
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(see also https://bitbucket.org/mstrobel/supremacy/issues/94/orbital-bombardment )
  
*InProgress
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= Unload all ordinance on planet =
*Victory
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*Defeat
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*Stalemate
+
  
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*Duration: 1 Round
 +
*totalPopDamage += 0.5 * actualDamage;
  
<img size=1200>http://botf2.square7.ch/wiki-files/images/_Screenshots/9---System-Assault/9---System-Assault-2013-12-25.jpg</img>
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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)
  
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= Land Troops =
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 +
*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.
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 +
=== GroundCombat ===
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*Buildings
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**PercentGroundCombat + PercentGroundDefense: [http://botf2.square7.ch/b2_db/BuildingsGroundCombat+Defense.php Database-List]
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==== Sounds ====
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Depending what kind of assault is done one (or more of) following sounds are played while the assault:
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_SM.wav Bombardment_SM.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/Bombardment_LG.wav Bombardment_LG.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatBio.wav CombatBio.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatChemical.wav CombatChemical.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatLaser.wav CombatLaser.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatNuclear.wav CombatNuclear.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/CombatAll.wav CombatAll.wav]
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*vfs:///Resources/SoundFX/GroundCombat/[http://botf2.square7.ch/wiki-files/SoundFX/GroundCombat/dropTroops.wav dropTroops.wav]
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= Stand down =
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 +
 +
= InvasionStatus =
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*if any orbitals are left when retreating, then the invasion is a defeat, else it's a standoff, the invader being merciful
 +
 +
== InProgress ==
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==Victory==
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==Defeat==
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==Stalemate==
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if MaxRounds achieved then result of this turn is Stalemate.
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= Screenshot =
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<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

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