Alrighteous. I do not have a way of posting an image of the actual math, so you're gonna have to bear with my typing it in word-form, rather than as a concise formula. Alas.
So.
Ship A's Health, divided by (The damage spread of attackers per round minus Ship A's Mitigation spread) equals the spread of rounds required to kill Ship A.
A spread, here, referring to the discrete percentages of potential damage dealt. "Average" damage is an incomplete answer for our purposes, even if its more user-friendly.
That being said, the part of the spread of rounds required to kill Ship A that crosses the threshold of Rounds to Play (in itself a variable determined by the Time Limits) are its likelihood to survive.
Now, mobility factors in two places:
- Being able to outfly your opponent reduces their damage spread, from their spending actions to regain you in their arc, or attacking you at disadvantageous range, or simply not having a shot at you.
- The reversal is also true. Highly mobile ships attack at advantageous range, have shots on their opponents, and can often do so without needing to spend all of their actions.
Critical Vulnerability is complex, and I'm still trying to find the language to describe it well. Suffice it to say, it's a relationship between how likely you are to suffer face-up damage, and how much of the damage deck hurts you, and by how much.
If Soontir Fel takes the crits that reduce his PS to 0 and force you to ignore his pilot ability and Elite Talent, then he's basically become an Alpha Squad pilot that's taken 2 damage; a 12 point difference in your fleet.
If he takes a Munitions Failure, he's still Fel.
More on that later, in a forthcoming post.
An effective ship is one that negates a greater percentage of the enemy fleet than it itself is worth. This is not limited to damage, as damage prevention, mobility, and other forms of counterplay are still very effective, including the rarely discussed Psychological aspects.
An effective upgrade follows that same rule.
If your Prockets usage carve more than 3 points out of your opponents' hull than your regular Range-1 attack would, the Prockets were effective.
If your Engine Upgrade-based Boost allowed you to maneuver so that you dealt and/or prevented more than 4 points of damage to fleet, the Engine Upgrade was worth it.
If your Assault Missiles prevented your opponent from flying in formation, rendering them more vulnerable to partial engagements in which your fleet had the damage advantage.... you can follow the pattern, I'm sure.
That's enough of a ramble for now. Let me know if any of it makes sense, or what of it confuses, and I'll ramble further in reply ![]()