Greetings
first of all i would like to thank you all for this great site, special thanks to the modding teams. I never thought that someone puts so much effort in such an old (but classic) game.
I m also enyoing the UE messing around with ship stats which leads me to my question which could not been answered by the tutorial/faq.
What does agility do ?
First I thought it would affect the chance of beeing hit (i.e. "dodge") by an attack and defens would be the value which reduces the damage after beeing struck but according to Gowron, the hit probability is reduced by defense (and range).
[Hit Probability in percent] = ATK - DEF - ( 0.01 * [distance between attacker and target] )
The reasons why i d like to know this is the idea of making ships tougher but on different ways depending on their class.
The basic idea is that escort vessels should have the highest chance on "evading" an incoming attack while command vessels should be "easy to hit" but will reduce the incoming damage more likey).
(hopefully this is not as hard to read as i imagine, my english is a little bit "rusted")
The "agility" -value
Moderator: thunderchero
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agility = impulse speed in tactical combat
You might also read these topics:
viewtopic.php?name=Forums&file=viewtopic&t=807
viewtopic.php?name=Forums&file=viewtopic&t=796
You might also read these topics:
viewtopic.php?name=Forums&file=viewtopic&t=807
viewtopic.php?name=Forums&file=viewtopic&t=796
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is.
Thanks for the response.
I played with this value a bit, seems it also affects how fast manoveurs are taken out(turning speed).
I also noticed an odd "treshhold" to the decrease of beam damage as Gowron mentioned in his post ( http://armadafleetcommand.com/onscreen/ ... topic&t=75 ).
Hits above 70 % hit probability seeming to make their max damage more often then hits under this value.
(after repeating the same saved battle again and again while playing with accurracy and defense, 70% seems to be the treshhold. I ll try to investigate this further).
Next thing i noticed about the damage decrease is that if the weapon damage is above the defense value the hit will do its maximum damage more likely, at least it s not decreasing that much.
Unfurtanatly, i m no coder, so i ve absoluty no clue how to make this proven fact other then try it over and over again, howeever i hope this is usefull at any point.
Btw, does anybody know where this random which affets the damage value is stored ? Can it be changed ?
I played with this value a bit, seems it also affects how fast manoveurs are taken out(turning speed).
I also noticed an odd "treshhold" to the decrease of beam damage as Gowron mentioned in his post ( http://armadafleetcommand.com/onscreen/ ... topic&t=75 ).
Hits above 70 % hit probability seeming to make their max damage more often then hits under this value.
(after repeating the same saved battle again and again while playing with accurracy and defense, 70% seems to be the treshhold. I ll try to investigate this further).
Next thing i noticed about the damage decrease is that if the weapon damage is above the defense value the hit will do its maximum damage more likely, at least it s not decreasing that much.
Unfurtanatly, i m no coder, so i ve absoluty no clue how to make this proven fact other then try it over and over again, howeever i hope this is usefull at any point.
Btw, does anybody know where this random which affets the damage value is stored ? Can it be changed ?
Re: HOW TO: make new Botf 3d Designs, the Video Tutorial
i've played around with the agility value and the scale of models via UE. and it seems that only the size of a model in 3D combat effects its speed and maneuverability in this 3D combat (more bigger = more ponderous). on the other hand, the agility value seems to have no effect to the speed or maneuverability of a model in 3D combat!! so i think the agility value is useless or have some effects we don't know yet.