You do not need to read this section, and if you do you need not remember it. The section exists so you can gain a deeper understanding of the relationship between the systems on board a Titan.
The material tech of the Titan effects:
A titan dies if all of its computers are destroyed. Always try to build excess
computer capacity into your forces. Computers generate 'control points' equal
to the number of computers * computer tech, and it costs 1/5th of the system tech
to bootup weapons, shields or engines.
They can also be used for damage control but this is very expensive,
and uses 2*system tech control points for each system fixed. Click the
damaged components to assign repair orders; no repairs will occur
A Titan requires at least one engine.
Note 1:that all movement of Clan Halls costs twice as much, or you could say that a Clan Hall in flight mode moves only 1/2 the distance of a normal titan. This is to stop them running away easily!
Note 2:that the (12-(eng tech/material tech)) is called the Argyle Anchor, after the clan that discovered the inate imbalance from having high technology engines running on a low technology infrastructure.
The spawning chamber is where harvested bio-mass is kept until you want to
order the Titan to spawn another. It requires no energy or computer control.
A titan can only harvest one type of bio-mass, this is determined by their tech generation (the sum of all their techs):
As a titans tech generations increase it will move up to the higher bio-mass types. It can only harvest bio-mass of its own colour.
A Titan does not have to have any spawning chambers, but if it wants some it must have at least 2. A Titan can never have a single spawning chamber.
Note: The strange rules about purple and blue fill rates are to ensure that it always takes at least 2 turns for breeders to spawn another titan, which preserves the advantage given by clan halls.
The Titans material tech is used when repairing spawning chambers. See the section on computers above for more detail on damage control.
Damage causing harvest loss - VENTING!
Every spawning chamber hit on a breeder may cause up to 3 spawning chambers to vent the harvested bio-mass. For example, a huge breeder with 20 spawning chambers has 17 full of bio-mass, 5 shots land, 3 of them on spawning chambers. This means the titan will void up to 9 units of harvested bio-mass, reducing the titan to 17 undamages spawning chambers, 8 of which are full.
Fighters and hybrids are imune to venting. Breeders are defined as have at least twice as many spawning chambers as weapons.
Shields are absolutely necessary. A shield rating of 100 or more means that any incoming shots will have a chance of being stopped. With a rating of 100 then the tech of the weapons firing v's the tech of shield determines the chance of a hit. Each hit then inflicts damage which is again worked out by comparing the weapons tech firing and the shield tech defending.
Shields require computer
control points equal to the number of shields booted up * shield tech level*1/5th.
A shield rating of 150 is no better
than a rating of 100. One unit of shields of tech 10 protects up to 11 systems
on the Titan. If any system units are left unprotected (i.e. a shield rating of
less than 100) then an incoming hit will always get through the shields. Damaged
units do not need any shield protection, which means the shield rating will increase
as units get damaged (providing they are not shields of course!)
Chance To Hit
Providing a titan has 100% shield coverage the chance to hit is worked out via the attackers weapon tech v's the defenders shield tech minus the firers experience effects.
If the attackers weap is 1/2 the defenders shield then there
will be a 15% chance of a hit.
The equation for this is weaptech/shieldtech*30.
What is the effect. Lets currently take a titan called 'Lil Man' with material, weap and shield of 30 and fight against a titan called 'old man' with material, weap and shield of 60.
Using the rules:
Man attacking Old man has a hit chance of 15%. Each hit of salvo damages 0.5 units.
So old man hits 4 times more than lil man, which is significant. But if Lil Man attacks with 8 titans then the odds are evened out, i.e. he should inflict twice as many hits, which each do half as much damage, making the amount of damage the same.
Another factor effecting the chance of a hit is the
experience of the attacking Titan, for each point of experience the chance of
a hit is increased. This is again on a sliding scale as describe by experience
Damage Per Hit
Shield tech also effects the amount of damage that an incoming shot which gets through shields inflicts. The damage inflicted per hit of a salvo is weap tech/shield tech. The table below shows some examples.
Note that the total number of hits is the dam per hit*number of hits. For example a salvo of 6 may inflict 4 hits, each inflicting 0.33 damage. So total damage is 4*0.33=1.33, which means 1 hit and a 33% chance of a further hit.
There are four types of hit that can be inflicted:
Automatic hit: These land on unshielded titans, or unshielded parts of titans. These hits may increase due to weapon tech, but they will never reduce to less than 1 unit destroyed per hit - ie shield tech never reduced automatic hits.
Primary hit: The shot penetrates the shield even without the firers experience. These shots will always do at least one damage, or 1/2 of all primary hits that land.
Secondary hit: The shot only hit due to experience. These shots do not benefit from the minimum damage rule, and advanced shielding can reduce the damage down to nothing.
Critical hits: These are detailed elsewhere.
Don't worry about auto,primary and secondary damage, its all invisible to the player and is handled by the game server. I only include the information above to keep you enlightened.
Weapons are what lets you kill! They require energy and control points equal to their weapons tech. The tech level of weapons also effects how far the Titan can fire and the effectiveness against shields has already been detailed.
require computer control points equal to the number of weapons booted up * weap
The range that the weapon can fire is determined by the tech generation level as given in the table below
Weapons v's shield effects the chance of a hit and the damage inflicted per hit. All of the detail for this is given above for shields.
Weapons tech does not effect the chance of critical hits. When firing upon an enemy the chance of scoring a critical hit is 2% or 10% if a weapon is destroyed, each salvo can inflict a single critical hit which results in from 2 units to 1/4 of remaining systems of damage.