How many hits does it take to destroy......
Moderator: Defcon moderators
How many hits does it take to destroy......
Radar - 1?
Air Base - 2?
Silo - 4?
Nuke - 4?
Fighter ?
Bomber ?
Carrier ?
Battleship ?
Submarine - One deapth charge kills. How many torpedoes?
City - One nuke takes out half the population?
Anybody know?
I would like to have a health bar that pops up when you scroll over a unit, friendly or enemy, so you know how much more damage it can take.
Air Base - 2?
Silo - 4?
Nuke - 4?
Fighter ?
Bomber ?
Carrier ?
Battleship ?
Submarine - One deapth charge kills. How many torpedoes?
City - One nuke takes out half the population?
Anybody know?
I would like to have a health bar that pops up when you scroll over a unit, friendly or enemy, so you know how much more damage it can take.
Last edited by Spitfire on Sat Oct 07, 2006 10:36 pm, edited 1 time in total.
- TheHappyFriar
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- Hegemon Hog
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Hegemon Hog wrote:Spitfire wrote:That can't be, as I've seen aircraft and ships take multiple hits before going down.
The idea is that every hit has a % chance of destroying the target. The ones that hit but didn't destroy must have failed the dice roll, as it were.
To expand upon that, you could look at the little explosions as near misses. The weapon is set to detonate at some proximity to the target. It will detonate when it thinks it will take out the enemy, but it has a chance of missing. If it looks like it hit, but doesn't destroy the unit, it was a near miss :)
xander
No, don't think of them as near misses, because then you'll be wondering why you're firing proximity-fused missiles at ships.
Think of them as missiles that failed, for whatever reason, to result in a mission kill. If you must have more detail than that, either they were shot down (by SAMs/point defense from ships) or dodged/spoofed/detonated too far away (fighters/bombers)--or were simply insufficient to render the target inoperable.
Think of them as missiles that failed, for whatever reason, to result in a mission kill. If you must have more detail than that, either they were shot down (by SAMs/point defense from ships) or dodged/spoofed/detonated too far away (fighters/bombers)--or were simply insufficient to render the target inoperable.
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Nuclear hits:
Radar - 1
Airbase - 2 but first hit reduces aircraft
Silo - 3 but first hit reduces nuclear stockpile.
As for the rest: they can only sustain one damaging hit.
I was told it works like this: Each shot has a chance to hit. If it fails the chance to hit, it doesn't hit (duh). If it does hit, it has a chance to damage the unit. If it fails this check, it explodes, but it doesn't destroy the unit (maybe it was a glancing hit or it couldn't destroy it or something, make up your own story). If it hits and it damages, then the unit is destroyed.
I was told this was done because it would take a lot of resources to calculate individual HP for units, so IV decided to just do it on chance. That doesn't make sense to me since there are other games that have way more units with individual HP stats, but maybe it was different for DEFCON.
In any event, that seems to be backed up by watching it in game; sometimes a missile will go down with four hits, other times you can land ten and it'll still hit the city. I suppose this is also a gameplay mechanic thing, since if all nukes had (example) 4 hp, it'd be easier to defend from a strike and then we wouldn't have everybody dying.
Radar - 1
Airbase - 2 but first hit reduces aircraft
Silo - 3 but first hit reduces nuclear stockpile.
As for the rest: they can only sustain one damaging hit.
I was told it works like this: Each shot has a chance to hit. If it fails the chance to hit, it doesn't hit (duh). If it does hit, it has a chance to damage the unit. If it fails this check, it explodes, but it doesn't destroy the unit (maybe it was a glancing hit or it couldn't destroy it or something, make up your own story). If it hits and it damages, then the unit is destroyed.
I was told this was done because it would take a lot of resources to calculate individual HP for units, so IV decided to just do it on chance. That doesn't make sense to me since there are other games that have way more units with individual HP stats, but maybe it was different for DEFCON.
In any event, that seems to be backed up by watching it in game; sometimes a missile will go down with four hits, other times you can land ten and it'll still hit the city. I suppose this is also a gameplay mechanic thing, since if all nukes had (example) 4 hp, it'd be easier to defend from a strike and then we wouldn't have everybody dying.
GoldenShadow wrote:click on the unit you want o attack with and hover the mouse cursor over n enemy unit. the info box will tell you how good the attack is. I think it ranges from low, medium, high and very high.
fighter vs bomber is very high.
fighter vs submarine is low
No, that is actually the chance that unit will get attacked. for exemple, a lone undected sub north of siberia will have a rating of none, while a battle ship at the big naval brawl in mid-atlantic will have a very high rating.
I think that the defcon combat system is extremely good. Why? Because in reality, units don't have hitpoints. They are either undamaged, damaged but able to function, or rendered combat ineffective. A single hit on practically any modern unit has the potential to remove it from action. It probably won't be the first shot fired at a unit that kills it, but that shot could do the job under the right circumstances (which are boiled down to luck on the strategic scale).
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I agree with Corbeau. There being a random chance of destruction is very realistic, even from one missile. It is possible to sink a ship with one missile, albeit a slight chance. It has happened in reality. Similarly, it is possible to hit a target many times without it suffering critical damage. If you can plan an attack based on hitpoints, that;s not realistic at all. I became disillusioned with hitpoint-based games a while ago (see here). That degree of predictability isn't in keeping with the randomness of battle, or even sport, for that matter.
A. Smith wrote:GoldenShadow wrote:click on the unit you want o attack with and hover the mouse cursor over n enemy unit. the info box will tell you how good the attack is. I think it ranges from low, medium, high and very high.
fighter vs bomber is very high.
fighter vs submarine is low
No, that is actually the chance that unit will get attacked. for exemple, a lone undected sub north of siberia will have a rating of none, while a battle ship at the big naval brawl in mid-atlantic will have a very high rating.
I don't get that... why then isn't Very High in bright red to indicate it has a high chance of getting attacked?
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