![]() Allowing heavy, slow-turning ships to apply damage to smaller, more maneuverable vessels.Shooting down incoming missiles, neutralizing damage which would otherwise have to be mitigated by shields or armor.Turrets: Although not exclusively defensive in nature, AI-controlled turrets still play key roles in entity defense:.This countdown can be stopped, and the entity rendered operable again, by "rebooting" it. An overheating entity has a countdown, proportional to the entity's size, before it collapses, disappearing altogether. When it is reduced to 50%, the entity will overheat: this ejects any pilot in its Ship Core and renders it inoperable. As it decreases, various penalties are applied to the entity. Structure HP (SHP): A non-regenerating HP pool which serves as a measure of an entity's integrity.Does not change amount of damage absorbed, but rather acts as an Armor value for the AHP pool itself. Defensive Punch-Through Effect: Reduces damage taken by AHP by up to 25%.Defensive Piercing Effect: Increases the amount of damage absorbed by AHP to a maximum of 75% (from 50%).Applied after armor reduction, and stacks multiplicatively with it. Armor HP (AHP): A non-regenerating HP pool which absorbs 50% (without defensive effects) of all damage dealt to any block which contributes to the AHP pool (in short, all tiers of hull and doors).Armor: A flat percentage value granted to a range of blocks, which reduces damage dealt to that block by the stated percentage.When the HP of a block is reduced to 0, it is destroyed. Hit Points (HP): Every block has a set HP value, representing its own structural integrity.Defensive Ion Effect: Decreases damage dealt to shields by up to 60% when active.When depleted, they enter a brief "outage" phase (wherein they do not recharge) before beginning to regenerate again. Shields: A regenerating HP pool which absorbs all incoming damage until depleted.Twin SD-BB missile arrays: 150.Here is a brief breakdown of the various mechanics which are relevant to defense. Twin SD-BB missile arrays: 212.4 damage each (equal distribution) This is not recommended however, as that’s not its primary role, and therefore wasn’t created to fulfill this function with flying colours. The turret can turn a full 360 degrees, adding to the bonuses (use could be said to be similar to a Hiigaran corvette gunship from Homeworld 2). In Space, the tank can also perform as a mobile gun platform, and should be adequetly armed to take on small fighters. The turret can be used as a anti-air defence, and the tank can therefore be an anti-air platform. The turret has a Bobby AI module on it, so it can be operated by either one or two people. It should be exceptionally good at attacking, destroying and seiging bases. Like the Aria Speeder, its main purpose is to be an anti-infantry platform. Apart from that, with a little ‘E’ boost and a large amount of space to run, it can max it on the ground. It can escape planet gravity, but will need a little space to take-off. This vehicle was built specifically to operate in gravity, and is much more stable than a fighter in low orbit constantly trying to make sure it doesn’t get pulled in.īecause it is a larger craft, it is advised to be deployed in a comparatively flat planet or area. Possibly the first Battle Tank made in Starmadia, many factors had to be considered to make it effective and strategically wise. It possesses shields and missile systems: making it a formidable adversary in a ground battle. The Fyras Battle-Tank is an adaptable, multi-purpose ground vehicle.
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