You mean "show totals for a single bout instead of totals for the whole combat".
That is more or less what we are discussing.
Moderator: Oberlus
mostly depends on the purpose. the number shown is actually one of the most accurate ones for assessing if your fleet will survive an attack. if it is lower than your fleets total structure, some ships will survive for sure.
that depends on configuration. so N rounds for standard direct weapons, N-1 rounds for fighters launched in the first bout, N2- rounds for fighters launched in the seconde bout, ..., M rounds as configured for close combat weapons.
+1
Your mockup is very informative, and better than showing one bout per line as done with fighters (right, a ship can have a single type of fighters but different guns...).
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# Weapon Shots per bout x dmg Fighters killed per bout
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2x Arc Disruptor* 6/6/6/6 x24 = 144/144/144/144 0/6/6/6
1x Flux Lance* 0/0/1/1 x12 = 0/0/12/12 0/1/1/1
2x Striker* 0/4/6/6 x36 = 0/144/216/216 0/4/6/6
____________________________________________________________
Totals per bout 144/288/372/372 0/11/13/13
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* These weapons will spread their shots between fighters and ships,
values shown in both columns assume all shots go to that type of target.
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(dmg icon) 288/1176 (bomb icon) 11/37
I agree, if you are looking at the enemy fleet and total firepower is less than your own structure, but it is just a forecast. If I have plenty of PD, and they have mainly fighters, then the number is pretty much useless. I might as well just pull out my calculator, count the fighters and damage, and take 33% of that firepower as most likely to do damage.Ophiuchus wrote: ↑Tue Jul 05, 2022 2:45 pm mostly depends on the purpose. the number shown is actually one of the most accurate ones for assessing if your fleet will survive an attack. if it is lower than your fleets total structure, some ships will survive for sure.
dealing damage accuracy depends mostly on the enemy fleet.
What I was saying, is there are 4 rounds, irrespective of when a ship/fighter/short range weapon will fire.
You guys are overcomplicating it, however I like what you are proposing, but keep in mind what you are proposing is just a forecast of what may happen.
Don't assume I don't know what is going on. I am suggesting something different. You are rocket scientists for all purposes here, but that means you have a need to be accurate, even if that is a very comlicated solution. I am not having a dig at you, and I am in favour of what you are trying to acheive.
Yes, but in the gui as it exists now, not as "hover over this and get this information" but you still have to then look at all fleets that are involved.
Anyway I will not argue it any more. It is a suggestion or simple solution to make it easier, and if rejected then fine.
Yeah, but the number of bouts is a parameter. You can set number of bouts at game start, and the gui must work for every setting.
Yes. That is what we are discussing.Yes, but in the gui as it exists now, not as "hover over this and get this information"
If you make suggestions and statements that seem off, it's normal that one can think you are missing something. Like in the quotes here.Don't assume I don't know what is going on.
ok, but that can be accomodated, division by the parameter's set.
yes, and then include no voice inflections or facial expressions, and statements can be easily be miscontrued.
Maybe a misunderstanding here - I mean the gui as it exist at this time with no modification.
Yes, I already understood what you mean, several posts ago.
not sure how you do it, but as a reminder/side-note:
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real_damage = damage - (#non-piercing-shots * average_enemy_shield
yes, a "fleet-picking" for "expected-enemy-shields" makes sense.Oberlus wrote: ↑Tue Jul 05, 2022 5:30 pm I saw the functions in the backend to calculate weapon or ship damage can take an argument for shield strength.
IFF we had a graphical way to tell the client the fleet against which we want to fight... Maybe considering the shield (average) value of the last fleet selected before selecting current one?