Author Topic: Some random firepower notes  (Read 2381 times)

Offline Spikey00

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Some random firepower notes
« on: December 13, 2010, 08:24:44 pm »
Done on normal cap; military command station does not affect firepower calculation.  Mercenary calculations were separate from the rest of the calculations, and fleet ships are mostly up to their natural caps for tiers from I to IV.  Latest beta.

Calculations, lowest to highest
460 - Mercenary (separate from all other results below); 205 fighters, 205 bombers, 205 frigates, 308 ether jets, 102 beam frigates

15606 - 89 autobombs, 332 bombers, 332 fighters, 333 frigates, 931 laser gatlings, 340 parasites, 22 spy planes, 157 raptors, 14 armour rotters, 2 snipers, 131 spiders, 8 bomber starships, 3 flagships, 6 leech starships, 5 light starships, 7 riot starships, 15 seige starsihps, 2 Spire starships, 2 Zenith starships, 2 decloakers

22966 - (2*35, 3*28, 23*21, 35*14, 64*7 => 1.575 billion HP aggregate) 127 Spire shield bearers, (5 MK3, 12 MK2, 47 MK1) 64 Spire siege towers

86960 (+2800 from hive) - Black widow golem, cursed golem, hive golem

102566 (+2800 from hive) - 89 autobombs, 332 bombers, 332 fighters, 333 frigates, 931 laser gatlings, 340 parasites, 22 spy planes, 157 raptors, 14 armour rotters, 2 snipers, 131 spiders, 8 bomber starships, 3 flagships, 6 leech starships, 5 light starships, 7 riot starships, 15 seige starsihps, 2 Spire starships, 2 Zenith starships,  2 decloakers, 1 black widow golem, 1 cursed golem, 1 hive golem

723200 - 9 battleships, 18 cruisers, 36 destroyers, 148 frigates


Grand Total



Bonus to whoever loads the save and places down a command station on the homeworld planet and watches what happens to it after a while.

--

Not really related to above.
Uh oh.

« Last Edit: December 13, 2010, 08:30:07 pm by Spikey00 »
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Offline Spikey00

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Re: Some random firepower notes
« Reply #1 on: December 13, 2010, 08:25:07 pm »
Just to put some things into prospective.
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Offline Echo35

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Re: Some random firepower notes
« Reply #2 on: December 13, 2010, 08:41:54 pm »
I have noticed some weird things about the Firepower calculation. Like how my Mk. V Armor Rotters show up as Firepower 2, as do the Scouts, and the firepower rating from my main fleet seems to be a lot higher than it actually seems capable of in combat.

Offline TechSY730

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Re: Some random firepower notes
« Reply #3 on: December 13, 2010, 09:29:46 pm »
I think that HP is still being weighted too much in firepower calculations. Just look at the firepower rating of fortresses...

Incidentally, are the bonus damages of shots and the target restrictions (like siege starships not being able to hit fleet ships) being considered in the firepower calculation?
« Last Edit: December 14, 2010, 12:32:55 am by techsy730 »

Offline ShadowOTE

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Re: Some random firepower notes
« Reply #4 on: December 13, 2010, 10:04:39 pm »
I think that HP is still being weighted too much in firepower calculations. Just look at the firepower rating of fortresses...

Incidentally, are the bonus damages of shots and the target restrictions (like siege starships not being able to hit fleet ships) being considered?

Agreed - fortress firepower is completely out of proportion to their actual threat. When a fortress (even a fortress 3) has as much or more firepower than a fleet of 1000+ ships, most of which are III/IV, you've got a problem.

Offline Spikey00

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Re: Some random firepower notes
« Reply #5 on: December 14, 2010, 03:41:57 pm »
Yeah, there's a definite need to calibrate the firepower calculation math.  I would say my current fleet of... ~2K ships is definitely more powerful than three golems. 

It's an iffy system.
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Offline Ozymandiaz

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Re: Some random firepower notes
« Reply #6 on: December 14, 2010, 04:33:37 pm »
The fire power counter of course needs a bit tuning, but its also in its first iteration, and I am sure they got good plans for that! :)
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Offline superking

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Re: Some random firepower notes
« Reply #7 on: December 14, 2010, 07:12:44 pm »
it underestimates sentinel frigates

Offline Sarnian

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Re: Some random firepower notes
« Reply #8 on: December 18, 2010, 06:58:02 pm »
It's a great idea and will be very useful once fine tuned. Must be a complex job to come up with an accurate indicator that reflects the true power of so many diverse units, so I imagine this will take a long while to get right -my sympathy to Chris and Keith  ;D

I notice that Warhead Interceptors seem to boost firepower by a huge amount. These should probably be excluded from the calculation as they're pretty specialised.