Are there unit efficiency numbers available?

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posted on December 10th, 2015, 7:45 pm
Hello I would like to start off by saying that as a huge Star Trek and Armada I fan, this mod is great and thank you for your hard work dev team!

I was thinking that It might be useful to run the numbers on the efficiency of the ships based upon their cost. So something like (defense value + offensive value)/cost. That should tell you how much value per resource unit you are getting per ship.

I figured something like this has been done before, and if so where?

My second question has to do with the term "offensive value". Does this number take into account attack rate or does it just express damage done per shot?

posted on December 10th, 2015, 7:57 pm
Hello rocket452! Welcome to the FleetOps community!

I don't know if there is a way to quantize the actual efficiency of each unit, since all units are built to be strong v.s other types of units. For example, even though building a fleet of NegVar's is the most resource-efficient way to defeat a fleet of Phalanx's, a smart Federation player could build Defiant's and Intrepids to counter the NegVar's, which would make them resource-inefficient.

But if you want to redefine 'resource efficiency' as 'countering ability', there's a table for that! Check out the unit analysis pages in this section of the guide for the countering tables:

And the technical breakdown of ships here:

And I actually don't know the answer to your second question. Hopefully someone more knowledgeable then myself can answer that!

I hope this is helpful!
posted on December 11th, 2015, 1:17 am
From it suggests that it does take such factors into account. However, experience suggests that it doesn't take into account special abilities. One example is the Norexan; when its "Multipurpose Weapons" toggle is active, it's quite capable of murdering ships far faster than its 40 Offensive Value suggests.
posted on December 12th, 2015, 6:33 am
I know I've got something like this that I've created in the past, just an excel document that I plugged numbers into. It's probably out of date however, since I've been working on Tryptic's Mod (A balance/continuation patch for Fleet Ops as the original Dev team work on their next big project) pretty exclusively.

Here's a few hints to get you started in the right direction:

Offense value is based on weapon damage, and is linear with some multipliers. Pulse and Torpedo weapons both have higher DPS by 25%, which balances against their miss chance/resistance so that all 3 types deal the same damage to a medium sized target.

Defense value uses a logarithmic equation, so that higher defensive values also grant more hitpoints for each point of Defense. This balances out the fact that it is easier to focus on larger ships, while attacking a fleet of smaller ships will result in lots of overkill.

The exact equations can be found here: ... g-tooltips

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