Damage Types (SEIV)

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Damage Algorithm

Vehicles

Damage is applied to a target in the following manner:

Components are either fully functional or fully destroyed. Partial damage is not stored on a component level, only in a ship-wide bucket.

If the target had partial damage accrued from a preceding hit, that amount is added to the current hit's damage pool. The damage type of partial damage is ignored, and it takes on the damage type of the current hit.

If the target has shields, damage is done to the shields until they are reduced to 0. Each point of damage to shields depletes the damage pool by one point.

If the damage pool still has points left after shields are depleted, a component is selected at random to be damaged. The probability of a component being hit is loosely based on its percentage of hit points out of the total hit points of the ship.

If any undamaged component on the ship has the Armor ability, only a component with Armor ability can be selected for damage. When choosing an armor component, SE4 biases the selection towards components with fewer hit points. Lower hit point armor components will tend to be selected more often than their hit point percentage would indicate.

If there are no undamaged components on the ship with the Armor ability, any remaining component can be selected for damage. When choosing "internal" components, SE4 biases the selection towards components with more hit points. Higher hit point internal components will tend to be selected more often than their hit point percentage would indicate.

Once a component is selected for damage, its hit point value is compared to the damage pool. If it is greater than the pool, all damage is placed in the ship's partial damage bucket, and the calculation ends. If the selected component's hit point value is less than or equal to the damage pool, the component is destroyed and its hit point value is deducted from the pool. If the damage pool is greater than 0, a new component is selected at random for damage. This continues until the damage pool reaches 0.

Planets

Damage Types

Normal

Standard damage rules apply.

Shields Only

Damage algorithm stops once the shield points reach 0. No armor or internal damage can be done.

Skips Normal Shields

If at least one undamaged component has the "Generates Normal Shields" ability, the shield layer will be skipped entirely. The damage algorithm begins at the armor layer.

Only Engines

Skips all shields and armor. Damage is done directly to components with the "Standard Movement" ability.

Damage pool is reduced to 0 if it cannot destroy a component completely in one hit. Partial damage is not accrued from Only X damage types.

Shield damage may be incorrect.

Only Weapons

Does normal damage to shields. Once shield layer is down, damage is done directly to components with the Weapon Type set to a value other than "None."

Damage pool is reduced to 0 if it cannot destroy a component completely in one hit. Partial damage is not accrued from Only X damage types.

Shield damage may be incorrect.

Plague Level [1-5]

Main article: Plague (SEIV)

No damage is done to a target that is not a planet.

When a planet is hit, normal damage is done and a Plague of the corresponding level is created.

Only Planet Population

No damage is done to a target that is not a planet.

When a planet is hit, facilities and cargo are not damage.

Only Planet Conditions

No damage is done to a target that is not a planet.

When a planet is hit, the conditions are lowered by the damage amount. Regular damage is not applied.

Only Resupply Depots

No damage is done to a target that is not a planet.

When a planet is hit, facilities with the "Resupply Depot" ability are damaged. Regular damage is not applied.

Only Spaceports

No damage is done to a target that is not a planet.

When a planet is hit, facilities with the "Spaceport" ability are damaged. Regular damage is not applied.

Pushes Target

No damage is done to any target.

When a non-planet target is hit, it is moved a number of squares away from the firing ship equal to the damage value. Note that the tonnage of the target must be less than the tonnage of the attacker.

Pulls Target

No damage is done to any target.

When a non-planet target is hit, it is moved a number of squares closer to the firing ship equal to the damage value. Movement stops when the target is 1 square away from the attacker. Note that the tonnage of the target must be less than the tonnage of the attacker.

Random Target Movement

No damage is done to any target.

When a non-planet target is hit, it is moved to a random square on the map.

Only Shield Generators

Does normal damage to shields. Once shield layer is down, damage is done directly to components with the "Generates Shield Points," "Generates Phased Shield Points," or "Regenerates Shield Points" abilities.

Damage pool is reduced to 0 if it cannot destroy a component completely in one hit. Partial damage is not accrued from Only X damage types.

Only Boarding Parties

Does normal damage to shields. Once shield layer is down, damage is done directly to components with the "Boarding Attack" ability.

Damage pool is reduced to 0 if it cannot destroy a component completely in one hit. Partial damage is not accrued from Only X damage types.

Shield damage may be incorrect.

Only Security Stations

Does normal damage to shields. Once shield layer is down, damage is done directly to components with the "Boarding Defense" ability.

Damage pool is reduced to 0 if it cannot destroy a component completely in one hit. Partial damage is not accrued from Only X damage types.

Shield damage may be incorrect.

Only Planet Destroyers

Does normal damage to shields. Once shield layer is down, damage is done directly to components with the "Destroy Planet" ability.

Damage pool is reduced to 0 if it cannot destroy a component completely in one hit. Partial damage is not accrued from Only X damage types.

Shield damage may be incorrect. May not be implemented; bears testing.

Skips Armor

Does normal damage to shields. Once shields are down, all damage is done to "internal" components. Components with the "Armor" ability cannot be damaged by this type. If all non-Armor components are destroyed and undamaged Armor components remain, all damage from this type is reduced to 0.

This damage type does not trigger the "Shield Generation From Damage" or "Emissive Armor" abilities.

Skips Shields And Armor

Skips shield layer entirely. Damages internal and armor components in reverse. Damage is first applied to internal components. Once all internal components are destroyed, remaining damage will be applied to Armor components.

This damage type does not trigger the "Shield Generation From Damage" or "Emissive Armor" abilities.

Quad Damage To Shields

Each point of damage done to shields reduces damage pool by only 0.25 points. Any fractional damage is dropped once shields reach 0.

Increase Reload Time

No damage is done to target. Instead, reload time of all weapons is increased by the damage value.

Disrupt Reload Time

No damage is done to target. Instead, reload time of all weapons is increased by a large value, possibly 30 (number of combat rounds in stock game).

Crew Conversion

When a ship is hit, there is a chance the owner will be changed to be that of the attacker. The percent chance is equal to the damage amount. Any damage amount of 100 or greater has a 100% chance of conversion.

If the target has an undamaged component with the "Master Computer" ability, the conversion chance is always 0%.

Only Master Computers

No damage is done if shield points remain. Once shield layer is down, damage is done directly to components with the "Master Computer" ability.

Skips All Shields

Skips shield layer entirely. The damage algorithm begins at the armor layer.

Double Damage To Shields

Each point of damage done to shields reduces damage pool by only 0.5 points. Any fractional damage is dropped once shields reach 0.

Half Damage To Shields

Each point of damage done to shields reduces damage pool by 2 points. If shields remain and there are fewer than 2 points in the damage pool, the pool is reduced to 0.

Quarter Damage To Shields

Each point of damage done to shields reduces damage pool by 4 points. If shields remain and there are fewer than 4 points in the damage pool, the pool is reduced to 0.

See also