Shendemiar
Morkin Admin
Mmmm, free goo!
Posts: 6,751
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Post by Shendemiar on Jul 9, 2006 19:27:45 GMT
Courtesy of Perun[/u] Ship statistics:When deciding which ships to build I took these number into account: - TRC: total resource cost per ship (ship itself + weapons) - RDR: resource to damage ratio (how many resource units per damage point) - RAR: resource to armour ratio (how many resource units per armour point) - EAB: EMP resistance + accuracy bias Results were as follows: With EMP resistance and accuracy bias applied, results change somewhat, as follows (the lower the better!): Does anyone has any other means of calculating ship "quality"? Let us know!
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Matija
Morkin Member
The Turtle Moves!
Posts: 1,696
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Post by Matija on Jul 10, 2006 6:18:40 GMT
I think it's good to have as many ship types as possible - it gives you flexibility in responding to anything an enemy throws at you.
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Raven
Public Area Guest
Posts: 410
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Post by Raven on Sept 8, 2006 20:28:45 GMT
I used the following method to calculate performance in each category
How many of the ships can you buy for 100,000 Ka Cr = Ship Qty
Ship Qty * Shot Damage * Accuracy% = Shot score
(Shot score / Sum(all shot scores) ) *100 = Shot percentage Then the same again with tick damage
Ship Qty * Shot Damage * Accuracy% = Tick score
(Tick score / Sum(all Tick scores) ) *100 = Tick percentage
Same with Emp
Ship Qty * EMP% = EMP score
(EMP score / Sum(all EMP scores) ) *100 = EMP percentage
and finally the same with Armour
Ship Qty * Armour = Armour score
(Armour score / Sum(all Armour scores) ) *100 = Armour percentage
I then multiply all together
Shot percentage * Tick percentage * EMP percentage * Armour percentage = Overall performance
The results are mostly the same except that Damocles Battleships perform poorly against EMP
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