XvT scoring system

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This page details the scoring system used in X-Wing vs. TIE Fighter, including Balance of Power. Extensive testing via specially designed custom missions went into the generation of this data.

Though essentially complete, some questions remain that later research can solve.

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Basic ship scores
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X-W      300
Y-W      200
A-W      400
Z-95     160
T/F      200
T/I      300
T/B      300
T/A      500
GUN      400
T-W      200   (T/W)
R-41     240
SHU      400
E/S      800
TRN      300
ATR      480
ETR      600
SPC     1200
CRV      800
FRG     2200
ISD     4000
VSD     2500
INT     2800
CRS     3000
STRKC   2000
DREAD   2500
ESC     2000
TUG      100
HLF      300
CUV      120
CORT    1000
MUTR    1000
FRT      600
CARG     800
CNVYR    600
CN/A     400
CN/B     300
CN/C     300
CN/D     300
CN/E     400
CN/F     400
CN/G     400
CN/H     400
CN/I     400
PLT/1   2600
PLT/2   2600
PLT/3   2600
PLT/4   2600
PLT/5   2600
PLT/6   2600
FAC/1   2600
R&D FC  2600
LAS BAT 2600
WLNCHR  2600
Comm Sat 1  250    ComSat
Comm Sat 2  250
Mine 1       20    MineA?
Mine 2       20    MineB?
Mine 3       20    MineC?
Probe       250
Nav Buoy 1  250   NavBuoy
Nav Buoy 2  250

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Balance of Power additions
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B-W      400
M/CRV   1000
M/FRG   2000
SSD    10200
CRL     2500
M/SC    2500
MTRNS   1200
SHPYD   3300
GPLT     400
REPYD   3000

Besides the additional ships, BoP and XvT have no difference in scoring system.

(Craft order either from XvTED or ingame)

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Additions to ship scores
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Add the following to the basic ship scores if the ship possesses any of these items.

 75  chaff
 50  flare
 75  tractor beam
 75  jamming beam
125  decoy beam

Starfighters only: Warhead point values
Multiply points by number of warheads in initial load. Disregard any later firing.
 5    Missile
 7.5  Torpedo
12.5  Adv Missile
10    Adv Torpedo
20    Bomb
15    Rocket
 5    Mag pulse

Note: Infinite warheads causes problems (it added no extra points in one test)

Items that have no effect on score:
  Orders for ships
  AI level of ships
  Modifying shield levels (none, half, extra, etc.)
  Modifying hyperdrive or lasers

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Difficulty modifier
-------------------
After all of the above have been calculated, then apply difficulty modifier:

Easy    no multiplication needed
Medium  multiply score by 2
Hard    multiply score by 4


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Additional scoring
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These items remain the same regardless of difficulty. Do not apply the difficulty modifier.

10,000   Mission Complete

Preserving your ship using hyperspace: + 2x ship value for each ship, including additions

Dying: subtract your ship's value, including additions

Your personal warhead launching:
Missile fired:  -10   Hit: +10
Bomb:           -40   Hit: +40



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Kill percentage calculation
---------------------------
Your percentage of damage dealt results in your level of kill. You can achieve three levels of kill:

1(0)   full kill      66%-100% damage       no multiplication needed
0(1)   half kill      33%- 66% damage       multiply kill score by 0.5 (50%)
 1      assist         1%- 33% damage       multiply kill score by 0.1 (10%)

The game considers the full range of damage for this calculation, including shields.
For ships without shields, you can easily calculate according to the above percentages.
If ships have shields, the game calculates your percentage of the total damage done,
   even if the ship regenerates some shields.

As an example, say you find a Corvette that has 58% shields and 100% hull left.
  If you alone destroy it, without its shields recharging, you will receive 1(0) kill.
However, if you found the same Corvette at 48% shields and 100% hull
  and you alone destroy it, without its shields recharging, you will receive 0(1) kill.


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Laser studies
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The below information does not concern scoring, but rather the rate at which one destroys a ship.
The faster a ship travels, the more damage its lasers do to another ship.

Below you may see some example damage research. Using studies of attacks on a CRV,
  we can accurately estimate the number of lasers needed to destroy other ships at various speeds
  if we know how many lasers it takes to destroy them at 0 MGLT (while stopped).

With that information, we can then calculate how long it takes to destroy a ship.

CRV attack data collected from attack runs that held steady at 0, 60, 105, and 120 MGLT.

                0 MGLT   60   105   120
vs.             Lasers needed for each: 
CRV   Shields     80     64    55    53
        Hull      40     32    28    26
       Total     120     96    83    79

w = lasers needed at 0 MGLT
y = speed in question (e.g. 105 MGLT)
z = lasers needed at speed in question (e.g. at 105 MGLT)

wx = yz

MGLT    0    60   105   120
  x     0    48    72    80
ratio   0   0.8  0.69  0.67

Below, we have 0 MGLT data from an attack against a DREAD.
60, 105, 120 MGLT data extrapolated according to the formula.

z = wx / y    (faster but less accurate: z = w * ratio)

vs.             0 MGLT   60   105   120
DREAD  Shields    528   423   363   352    
         Hull     238   191   164   159
        Total     766   613   526   511


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Firing rates
------------
A-Wing:
80 lasers in 20 seconds   (40 duals in 20 seconds)
A-Wing firing rate: 2 duals per second

Time needed for an A-Wing to destroy a DREAD which starts at full strength:
vs.              0 MGLT   60    105   120
DREAD  Shields    2:12   1:46  1:31  1:28    
         Hull     1:00   0:48  0:41  0:40
        Total     3:12   2:34  2:12  2:08

Obviously, however, a ship at, say, 120 MGLT cannot sustain an attack for two minutes without
  slowing down or spending time pointing away from its target.
These tables serve as only a part of the overall picture of attack runs.


Another ship not recorded (X-Wing, perhaps?):
528 lasers in 115 seconds
238 lasers in 55 seconds
766 lasers in 170 seconds (383 duals in 170 seconds)
Firing rate: 2.253 duals per second



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Research
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You may ignore the below.


Kill percentage research
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CRV: 0% shields

Hull
0-69    1(0)    800
8-88    1(0)    800   (i.e. another ship fired the final shots)
0-55    0(1)    400
0- 8  1 Assist   80
0-22  1 Assist   80
0-35    0(1)    400

CRV: normal

Shields    Hull
  0- 1    0-100   1 Assist   80
  0-48    0-100     0(1)    400
  0-58    0-100     1(0)    800
  0- 8    0-100     0(1)    400
  0-98   87-100     1(0)    800

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T/F can carry:  4 missiles, torpedoes, adv missiles, adv torpedoes, mag pulse
        2 bombs, rockets


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