Uy23e wrote:
On the matter of TO-for-weapons, I'd rather the TO increase the accuracy of weapons than damage. Or perhaps allow some amount of damage increase, to maybe 2x, and then the rest are accuracy. Quite frankly, a weapon can only handle so much load before exploding.
YES YES Yes TO's don't actually do any "damage" themselves, the are tactical officers (creating firing solutions, aiming the weapons, etc). They increase the damage done by the weapons of the ship by having more accurate shots. In game terms the more TO's you have the higher your attack & damage, because each
shot / volley is more precise and less cannons Miss.
Think of it in RPG terms how do you roll the dice? How do you know if you hit? how do you calculate damage?
1. you roll your attack vs armor class (Defense = ability to absorb and avoid damage, aka dexterity). That determines if you hit or not.
2. Once you have determined if you hit or not, then you roll damage, Damage is not affected by the Armor Class (Defense) of the target.
3. Damage is then reduced from Hit Points (or Hull in this case), the amount of damage you rolled does not matter if you swing your sword and hit a humanoid creature or a dragon sized creature. The weapon still does the same amount of damage (in the case of a longsword a d8 roll + strength and other damage modifiers) and the maximum possible damage it CAN do is NOT affected by the target, only the damage it does per hit.
Now unfortunately GL does not support total misses so Attack+Damage Rolls are lumped together. Attack+Damage is calculated in a single Stat (Attack). basically 2 rolls are combined into one. So max damage for cannons+TO's+other attack modules = Attack value (clearly shown on our stat tab), that Value does not change, that is MAX amount of damage an attacking Ship can do if
every single shot /volley hits. The Attack vs Defense roll determines how many shots in a volley hit or miss (taking into account ship size vs accuracy) and how much damage is done.
Defense + Health are two different stats in GL (Defense & Hull + Sheilds),
So to calculate attack & Damage in GL when 1 ship attacks another
1. Click Attack (Roll Attack + Damage) vs Defense ((Dampners to absorb damage, Thrusters & Helmsmen to Avoid Damage) to calculate Damage (This roll/RNG number that is calculated takes into account how many shots from a volley hit or miss, how much damage the defending ship absorbed or dodged
2. Damage is then deducted from the Shields and/or Hull
The RNG Value of Damage done already takes into account how many cannons Hit, Miss (based on bad aim, the target ship dodging, etc) and How much Damage is Absorbed or Dodged based upon the DEFENSE of the ship (otherwise a 50k atk vs a 20k defense ship should do 30k damage every shot)
As I SAID, a more than a few times.. a smaller defending ship size SHOULD play a part in the Attack vs Defense calculations but, it should NOT limit the MAX damage that Is or Can be done by an attacking ship. A Better, More Realistic and Logical change to this would be to Add a % bonus to DEFENSE for smaller ships that reduces up to a certain size of ship reflecting their ability to DODGE or Shots to MISS. BUT the SIZE of the Ship should not Determine the MAX Damage the attacking
weapons can do to it!
So if a attacking ship has 100k attack and it attacks a ship with 10k defense, the
Accuracy and Damage capability of the attacking ship should by far overpower the defending ship. One Volley should do it (unless all the TO's are Drunk)
Understand now?