Game Mechanics On this page I have attempted to describe, to the best of my knowledge, some of how the game works and why things happen the way they do. Since Sierra is unlikely to released detailed information on the game engine itself, the best I can offer here is my own suppositions and inferences based on the data I have. I have taken care to make sure that what is here is a reasonable description but it is far from a perfect one. ______________________________________________________________________ Weapons Fire and Damage Resolution in MF:CS Hitting the Target Weapons fire in MF:CS is resolved when each shot is taken. The base chance to hit is the pilot BioDerm's weapons skill in that category. This skill rating is a percentage. The game generates a random number from 1-100 and if this number is equal to or less than that of the pilot's skill (modified by many factors), the shot hits the target. The factors which modify the base to-hit percentage are: 'Derm skill(%) + Targeting Computer Bonus(%) * Range Modifier(%) - Target ECM(%) = Percentage Chance to Hit(%) * Targeting computers give a percentage bonus to hit. * The firing unit's hex may have a positive or negative bonus associated with it (this can be determined by clicking on the hex and reading the description). * The range to the target effects the chance to hit in the following way: All weapons have a range increment factor associated with them (most from about 2-5) which is a measurement in hexes of the various "range brackets" for that weapon. If a weapon has a range increment factor of 2 (like a SE400 Laser) that weapon chance to hit is an unmodified 100% out to a range of two hexes. For every additional two hexes beyond the first, the chance to hit for this weapon is reduced by -20% (at a range of two to four hexes the chance to hit is reduced to 80%, and at four to six hexes it is reduced to 60%, etc.). * The target's hex may have a positive or negative bonus associated with it (this can be determined by clicking on the hex and reading the description). * The target's ECM devices give a percentage penalty to the firing unit. * Other likely bonus' include: a negative bonus based on the target pilot's piloting skill (dodge bonus), an elevation bonus, a no line-of-sight penalty, and a penalty for taking opportunity fire. If the shot strikes a location which is covered by intervening terrain (shown in red on the wireframe diagram) then that shot misses. Hit locations are discussed below. Damage Resolution If the target is hit, the amount of damage must be resolved. This is a very complex process involving several considerations. The first of these considerations is the raw damage caused by that weapon. Each weapon has a set value for damage against shields, armor, and penetrating damage (damage which "passes through" shields to hit the armor below). This value is modified by range according to that weapon's damage increment factor, as the range increment factor was used to determine the to-hit percentage above. Full damage is done out to the number of hexes equal to the range factor. For each additional "bracket" beyond the first the damage done is halved. The second consideration is shield interaction. There are three kinds of weapons in the game: penetrating , shield ignoring, and shield damaging. Shield ignoring weapons (like ELF's) act as though the shield isn't there and go strait to the armor effects step. Penetrating weapons (like missiles and cannon) have their effects reduced by a set amount by shielding, but don't effect the shields themselves. Such weapons also go strait to the armor effects step. Shield damaging weapons (like lasers and plasma) must reduce the strength of the intervening shield to zero before doing any damage to the target beneath. If the shield strength exceeds the weapon's damage for that range, the damage is simply subtracted from the shield strength. If the damage inflicted on the shields is greater that the shield's strength, then the shield facing will crumple. The damage remaining after the shield has been reduced to zero strength is transferred to the target beneath, modified by the weapon's damage percent carryover factor (i.e., 20 damage points remaining after dropping a shield with a weapon having a d%cf of 20 will do 4 points of damage to the target) The third consideration is armor effect. Armor deflects a percentage of the damage, absorbs a percentage of the damage itself, and lets the rest through (assault armor grants additional bonus' to damage deflection from the front quarter, but adds 50% to damage striking the rear). As armor becomes damaged its effects degrade as described in the armor tables. The fourth consideration is hit location. Each weapon has a number of hits per shot factor which partitions the total damage of the weapon. A weapon with a value of 4 for this factor which does a total of 48 points of damage to an unshielded target would do this damage in four "packets" of 12 points each (note that this factor is NOT the same as the shots per turn factor. Each shot of a rapid-fire weapon is handled separately). Each "packet" can strike a different location. Each chassis type has a unique hit location table which determines where incoming damage is applied. The computer assigns each damage "packet" to a location randomly, and the "packet's" damage effects the component in that location. So if an unshielded Remora is hit with a shot from the above weapon, 12 points of damage could go to the left leg, 12 to the sensors, 12 to the mining module, and 12 to the chassis, or any other combination of four components. The final consideration is the effect of damage on components which are hit. Each component has an armor factor which describes its vulnerability to damage. A component with an armor factor of 50 only takes half the damage of the hit, while a component with a factor of 400 takes four times the damage. The final damage to the component is subtracted from 100 to give the component's current state of repair. ______________________________________________________________________ Cybrid Artificial Intelligence The AI governing the Cybrids (and your forces if you choose to let the computer take your moves) is fairly straitforward. 1. Take out scouts. 2. Attack weakened shields. 3. Attack units mining or in ore. 4. Attempt to attack from the rear. 5. Favor the high ground. Each particular Cybrid has its own subtle patterns of behavior. Specter: moves to reveal enemy units while trying to keep its distance or remain in cover. Attacks late in turn. Parasite: tries to maintain distance with enemy while maneuvering for a weak shield. Cerebrus: moves to reveal enemy units while trying to keep its distance or remain in cover. Arachnus: moves on enemy and attacks at close range. Fires early in the turn. Genocite: moves to engage enemy. Fires after other units at weakened shield facings. Malignus: moves to engage enemy. Fires after other units at weakened shield facings. Hades: moves aggressively to attack. Nihilus: moves aggressively to attack. ______________________________________________________________________ Main Menu This page was last updated on January 6, 1997