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→General Fighter Mechanics: Rewrote section on damage application to celebrate <math> working again |
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Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. | Each race has each its own fighters, their damage matches the race's primary damage type, and they follow the same racial patterns of damage versus speed which are present on ordinary drones. | ||
Fighter weapons use a variation of [[Missile mechanics#Missile damage formula]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules. | Fighter weapons use a variation of [[Missile mechanics#Missile damage formula|Missile damage mechanics]]: their weapons have explosion radii and velocities, and deal constant damage with no chance of missing. However, they also have optimal and falloff ranges, which obey the standard falloff curve of Turrets and Electronic Warfare modules. | ||
<math>\displaystyle\text{TotalDamage} = PaperDamage * \#OfFighters * MissileDamageFormula * 0.5^{\Large \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2}</math> | <math>\displaystyle\text{TotalDamage} = PaperDamage * \#OfFighters * MissileDamageFormula * 0.5^{\Large \left(\frac{\max(0,\ \text{Distance} - \text{Optimal})}{\text{Falloff}} \right)^2}</math> | ||