So finally, all the basic ship features are in.
Cloaking, barrel rolls, boost, maneuver dials, k-turn, 360/180-arcs. Most of it simulated with a few guestimates.
Now I will try out some of those values and try to fine tune the defaults a little.
The whole movement part of the sim is done like this:
Each shiptype has stress risk that is tested every turn. If you get stress you can't take actions of course but it also halves your chances of acquire a target to shoot at.
Next step is for each ship to acquire a target, 100% focus fire or completely random are two options for each ship type, but the default is a value between 1-99%. At 50% a ship has a straight up 50/50 to acquire the priority target (the ship at the top of the enemy list), if that fails it will try with half that chance on all the remaining ships one at a time. With a low setting or few ships it happens quite often that a ship doesn't acquire a target. With all the outmaneuvering that now goes on I will probably raise the default to 66% or so. This chance is heavily increased for ships with 180 or 360 arcs.
After this each ship gets a chance to outmaneuver their attackers. It is a straight up, fairly low % chance, for each ship that has a ship targeted to loose that target. The evasive ship does not loose its target in turn. This chance is modified by a value for each ship type that can be set, the default values are loosely based on MJ's weights for maneuver dial quality. Five categories from 0-20%. On top of that we have the k-turn and lack of k-turn abilities that also affect the base maneuver chance. So a normal tie fighter usually shakes 15% of his attackers every round.
If a ship loose their target this way they are not allowed to try to target a secondary target. If they could it wouldn't really be a clear outmaenuvering. I rather have fewer outmaneuvers happening but make them stronger when they do happen.
After that comes Barrel Roll, Boost and Decloaking. They each have a chance to succeed versus all ships that targets them, but if BR or B are used it costs them their action that turn. If the ship is lucky it can BR out of more than one arc, but the chance is very low. It takes two actions to do both BR and Boost and double actions are not implemented yet. Decloaking is handled at this time as well, since decloaking is also a escape method and it means that they can cloak again if they didn't have a shot at the enemy anyways.
The 360 arc ship cannot be outmaneuvered. This is a really big advantage. They also stress out less since they don't rely on k-turns as much to stay on target.
Most of these values and modifiers can be adjusted as one sees fit, but I am hoping to find some defaults that give accurate results.
Then the shooting takes over and that is mostly done according to the rules. Decloaking happens right before it is their turn to shoot and if there are too many ship still left that can shoot and that targets the cloaker it stays hidden.
Focus for attack is only used if you have two or more eyes, or you can't be shot at yourself.
Overkill, that is your target got killed before you had a chance to shoot, gives you half your FocusFire chance to acquire a new target (this is pretty strong since these new targets can't outmaneuver or get away from you). It had to be done otherwise two swarms would overkill ship number 1 in each list many times over and the rest of the ships were relatively unharmed every round.)
In the clean up phase the destroyed ships are removed and tokens are reset, except Target Locks and Cloak of course.
Just wanted to give you guys an update. I seem to postpone the new ship ranking again and again, but there are always one more bug to kill or one little feature that should be there before I make a new list hehe.
Next step is the tweaking of the dafault values, and then I will pull up the excel sheet and fill in some result numbers. :-)
Edited by Quirky