Difference between revisions of "Combat"

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Work in progress. Please see [[Talk:Combat | Discussion ]] page.
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= Combat =
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Combat is a way for miners to earn items and gold from other miners on the roads. Having better [[Vehicles]] and [[Weapons]] as a land profession, or [[Ships]] and [[Cannons]] for sea professions, will increase your chances of defeating other vehicles you meet.  
  
Combat is a way for miners to earn items and gold from other miners on the roads. Having better [[Vehicles]] and [[Weapons]] will increase your chances of defeating other vehicles you meet.
 
  
 
== Engagement ==
 
== Engagement ==
For combat to begin, a few criteria must be met.  
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For combat to begin, the vehicles must meet each other on the route:  
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* Vehicles travelling towards each other will eventually meet
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* A faster vehicle coming up behind a slower vehicle will catch it
  
'''1.''' The vehicles/ships must meet each other on the route: 
 
  
*Vehicles travelling towards each other will eventually meet
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;2. When vehicles meet, a check is performed to see if they are aggressive towards each other or not - this is determined by the owners' [[Professions]]
*A faster vehicle coming up behind a slower vehicle will catch it
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*<u>[[Professions#Trader|Traders]]/[[Professions#Merchant|Merchants]]</u>
 
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'''2.''' When vehicles meet, a check is performed to see if they are aggressive towards each other or not - this is determined by the owners' [[Professions]]
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*<u>Traders/Merchants</u>
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:These professions are not aggressive towards anyone and will avoid combat if possible.  This can even mean taking the road less traveled. If a trader or merchant meets a non-aggressive vehicle, there will be no engagement.  As a trader or merchant, you will only be fighting against the highwaymen/pirates that happen to be targeting your color/rarity/class of vehicle.  
 
:These professions are not aggressive towards anyone and will avoid combat if possible.  This can even mean taking the road less traveled. If a trader or merchant meets a non-aggressive vehicle, there will be no engagement.  As a trader or merchant, you will only be fighting against the highwaymen/pirates that happen to be targeting your color/rarity/class of vehicle.  
 
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*<u>[[Professions#Highwayman|Highwaymen]]/[[Professions#Pirate|Pirates]]</u>
*<u>Highwaymen/Pirates</u>
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:With these 2 professions, players can select which classes of vehicles to attack (be aggressive towards). If a Highwayman selects to target Green and Blue vehicles and meets a non-aggressive Yellow one on the route, there will be no engagement.  Highwaymen/Pirates battle with vehicle they encounter of the class they select, regardless of their profession.  If the battle is won, to the victor go the spoils.  The winner of the battle gets to plunder the vehicle for treasure, up to the capacity of their vehicle.
 
:With these 2 professions, players can select which classes of vehicles to attack (be aggressive towards). If a Highwayman selects to target Green and Blue vehicles and meets a non-aggressive Yellow one on the route, there will be no engagement.  Highwaymen/Pirates battle with vehicle they encounter of the class they select, regardless of their profession.  If the battle is won, to the victor go the spoils.  The winner of the battle gets to plunder the vehicle for treasure, up to the capacity of their vehicle.
 
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*<u>[[Professions#Guard|Guards]]/[[Professions#Bounty Hunter|Bounty&nbsp;Hunters]]</u>
*<u>Guards/Bounty&nbsp;Hunters</u>
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:Players of this profession also select which type of vehicles to attack.  They will only attack Pirates or Highwaymen of the specified classes. These are not aggressive towards Traders, Merchants, or Miners.  Think of this as the security force of the game, basically fending off the criminal pirates and highwayman.
 
:Players of this profession also select which type of vehicles to attack.  They will only attack Pirates or Highwaymen of the specified classes. These are not aggressive towards Traders, Merchants, or Miners.  Think of this as the security force of the game, basically fending off the criminal pirates and highwayman.
  
'''3. '''Once aggressiveness is determined, the next calculation is based on the speed attribute of the vehicles. ''Note - direction does not play a role in this stage.''  
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;3. Once aggressiveness is determined, the next calculation is based on the speed attribute of the vehicles. <br/>''Note - direction does not play a role in this stage.''  
 
*If both vehicles are aggressive towards each other (Pirate vs Pirate, Pirate vs Bounty Hunter etc.) no speed calculation will take place, and combat will begin.
 
*If both vehicles are aggressive towards each other (Pirate vs Pirate, Pirate vs Bounty Hunter etc.) no speed calculation will take place, and combat will begin.
 
*If the defensive vehicle has a greater speed than the aggressive vehicle, it will evade the aggressor. The aggressor will see "<u>Eluded</u>" on their combat report, while the defender will see "<u>Escaped</u>".
 
*If the defensive vehicle has a greater speed than the aggressive vehicle, it will evade the aggressor. The aggressor will see "<u>Eluded</u>" on their combat report, while the defender will see "<u>Escaped</u>".
 
*If the defender is slower than the aggressor, combat will begin.
 
*If the defender is slower than the aggressor, combat will begin.
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== Vehicle Combat ==
 
== Vehicle Combat ==
 
A land fight outcome is decided by attack and defense. If the two vehicles that are fighting are both targeting each other, then they add up their attack and defense (including [[Weapons]] and [[Gadgets]]). Whichever has the higher total wins. If only one is attacking, then the attack vehicle's attack is compared to the defending vehicle's defense (including [[Weapons]] and [[Gadgets]]). Whichever vehicle has the higher total is the winner of the battle.
 
A land fight outcome is decided by attack and defense. If the two vehicles that are fighting are both targeting each other, then they add up their attack and defense (including [[Weapons]] and [[Gadgets]]). Whichever has the higher total wins. If only one is attacking, then the attack vehicle's attack is compared to the defending vehicle's defense (including [[Weapons]] and [[Gadgets]]). Whichever vehicle has the higher total is the winner of the battle.
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== Ship Combat ==
 
== Ship Combat ==
 
Ship combat varies dramatically from vehicle combat as it involves 2 phases; the cannon phase and the crew phase.
 
Ship combat varies dramatically from vehicle combat as it involves 2 phases; the cannon phase and the crew phase.
  
'''Cannon Phase'''<br />If the ships engage in combat, they first enter the cannon phase. This phase is spread over 3 rounds. [[Cannons]] are fired in the order they are mounted in their slots.  They will randomly select cannonballs from the ship's cargo to fire. Each type of cannonball has an accuracy rating, damage amount, and damage type.  These attributes determine how much damage it does, and how many rounds it fires. If chain shot, which damage sails,  is used by a defending ship and the opponent's speed is reduced enough, a defensive ship is able to escape after the cannon round.  It is important to note, that selection of cannons and cannonballs is very crucial to being successful on the sea.  Keep in mind the rate of fire, damage, type of shot used, and work out a plan of attack and place your cannons appropriately.  After the third round of cannonfire, the ships draw close and commence hand to hand combat in the Crew Phase.
 
  
<br />'''Crew Phase'''<br />During this round, if the attacking ship's crew strength is equal to or greater than 1.5x the defending ship's crew at any time, the attacking ship will automatically win. Initially, each crew member is randomly paired up with a crew member on the opposing ship. Crew members will pick up available weapons in the cargo at random. Pairings of crew members will fall one by one until one ship is 1.5x stronger than the other, or one (or both) ships have a crew strength of zero. Currently weapon strength does not make your crew member any more likely to defeat the other; both will die every time.
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=== Cannon Phase ===
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If the ships engage in combat, they first enter the cannon phase. This phase is spread over 3 rounds. [[Cannons]] are fired in the order they are mounted in their slots.  They will randomly select cannonballs from the ship's cargo to fire. Each type of cannonball has an accuracy rating, damage amount, and damage type.  These attributes determine how much damage it does, and how many rounds it fires. If chain shot, which damage sails,  is used by a defending ship and the opponent's speed is reduced enough, a defensive ship is able to escape after the cannon round.  It is important to note, that selection of cannons and cannonballs is very crucial to being successful on the sea.  Keep in mind the rate of fire, damage, type of shot used, and work out a plan of attack and place your cannons appropriately.  After the third round of cannonfire, the ships draw close and commence hand to hand combat in the Crew Phase.
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=== Crew Phase ===
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During this round, if the attacking ship's crew strength is equal to or greater than 1.5x the defending ship's crew at any time, the attacking ship will automatically win. Initially, each crew member is randomly paired up with a crew member on the opposing ship. Crew members will pick up available weapons in the cargo at random. Pairings of crew members will fall one by one until one ship is 1.5x stronger than the other, or one (or both) ships have a crew strength of zero. Currently weapon strength does not make your crew member any more likely to defeat the other; both will die every time.
  
<br />'''Sinking'''<br />A unique feature of ships is the ability to destroy (sink) them with cannonballs. If the damage done with cannonballs is equal to the defending ship's hull, the defending ship will sink with all cargo on board. This cargo can later be retrieved by fishermen. Sunk ships will remain on the owner's vehicle list for a week before disappearing.
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=== Sinking ===
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A unique feature of ships is the ability to destroy (sink) them with cannonballs. If the damage done with cannonballs is equal to the defending ship's hull, the defending ship will sink with all cargo on board. This cargo can later be retrieved by fishermen. Sunk ships will remain on the owner's vehicle list for a week before disappearing.

Revision as of 01:04, 10 December 2009

Combat

Combat is a way for miners to earn items and gold from other miners on the roads. Having better Vehicles and Weapons as a land profession, or Ships and Cannons for sea professions, will increase your chances of defeating other vehicles you meet.


Engagement

For combat to begin, the vehicles must meet each other on the route:

  • Vehicles travelling towards each other will eventually meet
  • A faster vehicle coming up behind a slower vehicle will catch it


2. When vehicles meet, a check is performed to see if they are aggressive towards each other or not - this is determined by the owners' Professions
These professions are not aggressive towards anyone and will avoid combat if possible. This can even mean taking the road less traveled. If a trader or merchant meets a non-aggressive vehicle, there will be no engagement. As a trader or merchant, you will only be fighting against the highwaymen/pirates that happen to be targeting your color/rarity/class of vehicle.
With these 2 professions, players can select which classes of vehicles to attack (be aggressive towards). If a Highwayman selects to target Green and Blue vehicles and meets a non-aggressive Yellow one on the route, there will be no engagement. Highwaymen/Pirates battle with vehicle they encounter of the class they select, regardless of their profession. If the battle is won, to the victor go the spoils. The winner of the battle gets to plunder the vehicle for treasure, up to the capacity of their vehicle.
Players of this profession also select which type of vehicles to attack. They will only attack Pirates or Highwaymen of the specified classes. These are not aggressive towards Traders, Merchants, or Miners. Think of this as the security force of the game, basically fending off the criminal pirates and highwayman.


3. Once aggressiveness is determined, the next calculation is based on the speed attribute of the vehicles.
Note - direction does not play a role in this stage.
  • If both vehicles are aggressive towards each other (Pirate vs Pirate, Pirate vs Bounty Hunter etc.) no speed calculation will take place, and combat will begin.
  • If the defensive vehicle has a greater speed than the aggressive vehicle, it will evade the aggressor. The aggressor will see "Eluded" on their combat report, while the defender will see "Escaped".
  • If the defender is slower than the aggressor, combat will begin.


Vehicle Combat

A land fight outcome is decided by attack and defense. If the two vehicles that are fighting are both targeting each other, then they add up their attack and defense (including Weapons and Gadgets). Whichever has the higher total wins. If only one is attacking, then the attack vehicle's attack is compared to the defending vehicle's defense (including Weapons and Gadgets). Whichever vehicle has the higher total is the winner of the battle.


Ship Combat

Ship combat varies dramatically from vehicle combat as it involves 2 phases; the cannon phase and the crew phase.


Cannon Phase

If the ships engage in combat, they first enter the cannon phase. This phase is spread over 3 rounds. Cannons are fired in the order they are mounted in their slots. They will randomly select cannonballs from the ship's cargo to fire. Each type of cannonball has an accuracy rating, damage amount, and damage type. These attributes determine how much damage it does, and how many rounds it fires. If chain shot, which damage sails, is used by a defending ship and the opponent's speed is reduced enough, a defensive ship is able to escape after the cannon round. It is important to note, that selection of cannons and cannonballs is very crucial to being successful on the sea. Keep in mind the rate of fire, damage, type of shot used, and work out a plan of attack and place your cannons appropriately. After the third round of cannonfire, the ships draw close and commence hand to hand combat in the Crew Phase.

Crew Phase

During this round, if the attacking ship's crew strength is equal to or greater than 1.5x the defending ship's crew at any time, the attacking ship will automatically win. Initially, each crew member is randomly paired up with a crew member on the opposing ship. Crew members will pick up available weapons in the cargo at random. Pairings of crew members will fall one by one until one ship is 1.5x stronger than the other, or one (or both) ships have a crew strength of zero. Currently weapon strength does not make your crew member any more likely to defeat the other; both will die every time.

Sinking

A unique feature of ships is the ability to destroy (sink) them with cannonballs. If the damage done with cannonballs is equal to the defending ship's hull, the defending ship will sink with all cargo on board. This cargo can later be retrieved by fishermen. Sunk ships will remain on the owner's vehicle list for a week before disappearing.