Difference between revisions of "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. | ||
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+ | Though essentially complete, some questions remain that later research can solve. | ||
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Basic ship scores | Basic ship scores |
Latest revision as of 18:52, 13 January 2014
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.
----------------- Basic ship scores ----------------- 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 -------------------------- Balance of Power additions -------------------------- 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) ------------------------ Additions to ship scores ------------------------ 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 ------------------- 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 ------------------ Additional scoring ------------------ 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 --------------------------- 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. ------------- Laser studies ------------- 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 ------------ 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 -------- Research -------- You may ignore the below. Kill percentage research ---- 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 ------ T/F can carry: 4 missiles, torpedoes, adv missiles, adv torpedoes, mag pulse 2 bombs, rockets ----