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Formulas

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Warning: You will need some basic mathematical knowledge to understand everything here.

Commodity Price

commprice := p_0*(10)^(-amount/max)

Constants:
p_0: Price when amount is 0. [REF:Commodities & Planets]
Example:
Buying water (p_0 is 200) at amount 30, Max 50.

commprice := 200*(10)^(-30/50) = 50
Example Commodity Price Calculation
This is a discrete exponential curve. The price at Max is always p_0/10. Max is Bal*20+20.

Cloaking

chancetofail := (size*inv_fieldrad)/(skill*10)
chancetosucceed := 1-chancetofail

Constants:
inv_fieldrad:
energy..1
viral cloud..2
nebula..4
asteroids..8
space..12
jeff k. foam..50
Example:
Interceptor (size 8) in nebula (inv_fieldrad 4) and cloaking skill 12.

chancetofail := (8*4)/(12*10) = 4/15 or 27%
chancetosucceed := 1-4/15 = 11/15 or 73%

Teleporting (Robbing)

stolenamount := ceil(3*(rand(0, engskill/2)-shieldpts/150))

Variables:
engskill: Engineering skill of thief
shieldpts: Current shield points of target
Examples:
(counting only random midvalues 0.5, 1.5, 2.5, etc.)
stolenamount (if teleport was successfull):
skill 10 vs 0 shield pts: 3, 6, 9, 12, or 15. Average: 9
skill 10 vs 150 shield pts: 0, 3, 6, 9, or 12. Average: 6
skill 10 vs 300 shield pts: 0, 0, 3, 6, or 9. Average: 3.6
skill 10 vs 600 shield pts: 0, 0, 0, 0, or 3. Average: 0.6
skill 16 vs 0 shield pts: 3, 6, 9, 12, 15, 18, 21, or 24. Average: 13.5
skill 16 vs 150 shield pts: 0, 3, 6, 9, 12, 15, 18, or 21. Average: 10.5
skill 16 vs 300 shield pts: 0, 0, 3, 6, 9, 12, 15, or 18. Average: 7.875
skill 16 vs 600 shield pts: 0, 0, 0, 0, 3, 6, 9, or 12. Average: 3.75
Always the most valuable goods are stolen.

Building Tractor Beams

The chance to hold a ship for another round of combat is dependent on the attacking ship's size.

chance_to_tractor (in percent) = 55 – 9 * LN((ship_size - 4) / 4)

A standard tractor beam multiplies this value with 0.8.
An advanced tractor beam multiplies this value with 1.

Examples:
ShipSizeChance for one more round
(adv. tractor beam)
SSC757,6 %
PASC2341,0 %
Hawk3337,2 %
Gauntlet6830,0 %
Gargantua7928,6 %
Liberator8228,3 %
Dominator8827,6 %
Mooncrusher14223,1 %

Movement Cost

mvcost := visc-drivespeed

Constants and Variables:
visc:
Space...11
Nebula...16
Viral Cloud...18
Energy...20
Asteroids...25
Exotic Matter...36
drivespeed: Speed of drive (1 to 6)
Examples:
Movement of 1 field in asteroids with drivespeed 2:
mvcost := 25-2 = 23

Movement of 1 field in space with drivespeed 6:
mvcost := 11-6 = 5

Building production/consumption levels


Level        1      2      3      4      5      6      7      8      9     10    ...
Production  100%   150%   200%   250%   300%   350%   400%   450%   500%   550%  ...
Upkeep      100%   140%   180%   220%   260%   300%   340%   380%   420%   460%  ...


production := round (basevalue * (1 + 0.5*(level-1)))
upkeep := round (basevalue * (1 + 0.4*(level-1)))

Constants and Variables:
basevalue: [REF:Buildings]
level: Production level of building
Examples:
Space Farm with production level 7:

production(Food) := round (8 * (1 + 0.5*(7-1)) = 32
production(Water) := round (2 * (1 + 0.5*(7-1)) = 8
production(Bio-waste) := round (1 * (1 + 0.5*(7-1)) = 4
upkeep(Energy) := round (4 * (1 + 0.4*(7-1)) = 14
upkeep(Animal Embryos) := round (5 * (1 + 0.4*(7-1)) = 17
Warning: When baselevels are low (especially: 1), changes may only take effect after two upgrades due to rounding!

Additionally, bonuses and penalties may apply due to [REF:Special Events] and [MECH:Alliance Territory].

Military outpost upkeep costs

Upkeep of MOs is dependent on the surveillance grid strength as configured by the building's owner.
Upkeep consists of energy, fuel, and, beginning with a grid strength of 11, radioactive cells.
During war, half of the upkeep (ceiled) is provided by the building owner's warring faction.

energy = min(15, 5 + grid_strength)
fuel = min(15, 5 + grid_strength)
radcells = max(0, grid_strength - 10) + max(0, grid_strength - 15)

Faction bounties

Aside from a base value for the committed crime, rewards of faction bounties on a player's head (type "kill") also factor in the target's experience and kill/death ratio.

multiplier = max(1, max(0.2, min(20, xp/50000)) * max(0.1, min(10, (k+1)/(d+1))))
reward = floor(multiplier * basevalue / 100) * 100

The sum of all bounties on a player's head placed by one faction cannot exceed a certain limit.

limit = floor(max(10000, min(1000000, xp) * max(0.1, min(5, (k+1)/(d+1)))) / 1000) * 1000

Crime level

Every day, crime levels are calculated for each cluster (except the Pardus core). For this, a universal crime factor (ucf) is determined preliminarily:
ucf = max(0.2, min(2, cn_total/active_characters)),
where active_characters is the amount of characters which have been online within the last 2 weeks, and cn_total is the sum of crime numbers (cn) of each cluster:
cn = plvls + 5*tss_pilots - 5*eps_pilots
plvls denotes the sum of all production levels of illegal buildings of the cluster, tss_pilots and eps_pilots the amount of all pilots of the respective syndicate whose ships are located in the cluster (in dock as well as out of dock) at the time the crime level is determined. Once the crime number is determined for each cluster, the amount of critical/high/medium/low crime-level clusters is calculated:
amount_critical = ceil((amount_clusters/4)*ucf)
amount_high = min(ceil((amount_clusters/4)*ucf), amount_clusters - amount_critical)
amount_medium = ceil((amount_clusters - amount_critical - amount_high)/2)
amount_low = amount_clusters - amount_critical - amount_high - amount_medium
Ranked by crime number in descending order, the clusters are then appointed critical/high/medium/low crime-levels in the amounts calculated above.

For 19 relevant clusters, the distribution of critical/high/medium/low crime-level clusters may thus assume the following forms:
ucfc/h/m/l
0.20 to 0.211/1/9/8
0.21 to 0.422/2/8/7
0.42 to 0.633/3/7/6
0.63 to 0.844/4/6/5
0.84 to 1.055/5/5/4
1.05 to 1.266/6/4/3
1.26 to 1.477/7/3/2
1.47 to 1.688/8/2/1
1.68 to 1.899/9/1/0
1.89 to 2.0010/9/0/0


Dematerializers

Dematerializers



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