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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
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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
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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
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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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