Master of Orion/Attack roll: Difference between revisions

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The special equipment Inertial Stabilizers and Inertial Nullifiers add to the maneuverability rating of the ship, if they are researched and built into the ship design. Inertial Stabilizers increase maneuverability by 2 and Inertial Nullifiers increase it by 4. Both cannot be on a ship at the same time, so the max maneuverability is 13. This is 9 maximum for Warp 9 engines and 4 from Inertial Nullifier.
The special equipment Inertial Stabilizers and Inertial Nullifiers add to the maneuverability rating of the ship, if they are researched and built into the ship design. Inertial Stabilizers increase maneuverability by 2 and Inertial Nullifiers increase it by 4. Both cannot be on a ship at the same time, so the max maneuverability is 13. This is 9 maximum for Warp 9 engines and 4 from Inertial Nullifier.


Note: It is generally better to use special equipment ONLY if you are already at the maximum standard maneuverability for the engine. Ex. Maneuverability 9 is better than Maneuverability 7 + Inertial Stabilizer or Maneuverability 5 + Inertial Nullifier. There is no difference in combat between these settings, because they all add to 9, but the space used for movement will be greater with the special equipment than if specials are not used and only standard maneuverability is used, essentially wasting space for nothing.
Note: It is generally better to use special equipment ONLY if you are already at the maximum standard maneuverability for the engine. E.g. Maneuverability 9 is better than Maneuverability 7 + Inertial Stabilizer or Maneuverability 5 + Inertial Nullifier. There is no difference in combat between these settings, because they all add to 9, but the space used for movement will be greater with the special equipment than if specials are not used and only standard maneuverability is used, essentially wasting space for nothing.


The base roll is a random number between 1 and 100.
The base roll is a random number between 1 and 100.


If the attacker and defender both have the same modifiers, the hit chance is 50%. Ex, if the attacker has a Mark V targeting system and the defender has combat maneuverability of 5, then each weapon is 50% likely to hit. Each weapon on each ship gets its own roll. If a ship has 10 lasers there are 10 individual rolls. If there are 100 ships each with 99 lasers there are 9,900 individual rolls.
If the attacker and defender both have the same modifiers, the hit chance is 50%. E.g. if the attacker has a Mark V targeting system and the defender has combat maneuverability of 5, then each weapon is 50% likely to hit. Each weapon on each ship gets its own roll. If a ship has 10 lasers there are 10 individual rolls. If there are 100 ships each with 99 lasers there are 9,900 individual rolls.


If the defender's maneuverability is greater than the attacker's targeting, the percent chance to hit is generally reduced by 10% for each level the defender is superior. Ex. Mark 3 targeting computer vs Maneuverability 5 defender, the chance to hit is 30% (50% base - 2 x 10% = 30%.
If the defender's maneuverability is greater than the attacker's targeting, the percent chance to hit is generally reduced by 10% for each level the defender is superior. E.g. Mark 3 targeting computer vs Maneuverability 5 defender, the chance to hit is 30% (50% base - 2 x 10% = 30%.


If the attacker has the advantage, the attacker generally gains 10% for each level they are advantaged. However, there is always at least a 5% likelihood to miss regardless of how much advantage the attacker has. If the attacker's advantage is 5 or more the chance to hit will always be 95%.
If the attacker has the advantage, the attacker generally gains 10% for each level they are advantaged. However, there is always at least a 5% likelihood to miss regardless of how much advantage the attacker has. If the attacker's advantage is 5 or more the chance to hit will always be 95%.
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