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hydra (class 2 ship)
Manual technology description for hydra

Attack/life: 10/3000
Manpower: 18

Researchtime: 3 d
Buildingtime: 12 h


e-ray-Technology
Needed research:
science recycle methods

Battle details:
  1. fights
    (battle engine syntax: f)
  2. if this ship is hit it modifies AP/LP by 0/-1000 of itself in your own fleet in class 2
    battlemessage: "shield decay ... ships"
    (battle engine syntax: trigger_hit@mod,self,1,2,itself,+,0,-1000,shield decay)

  —> Forum Topic about this ship
spacetrace: here some test battle-reports:

you:
210 destroyers
enemy:
20 fighter escorts

60 destroyers vs 20 fighter escorts

20 fighter escorts vs 20 destroyers

you:
100 fighters
enemy:
20 fighter escorts

80 fighters vs 20 fighter escorts

20 fighter escorts vs 20 fighters

you:
100 eagles
enemy:
20 fighter escorts

60 eagles vs 20 fighter escorts

20 fighter escorts vs 20 eagles
Senor: Great work testing it out so quickly! I of course understand that the syntax has its limitations, but It would be best if the shield could take the same amount of hits from c3 also. My reasoning is that otherwise this ship will be quite difficult to grasp for someone who cant read the syntax. It behaves seemingly one way against c1,c2 and differently against c3 even though when you know the syntax its very logical.
spacetrace: i guess it can be done with something like 1200 and trigger_hit@mod,muliplay,0.01

also: the battle engine has no limitations! in fact it is quasi turinge complete

https://en.wikipedia.org/wiki/Turing_completeness

In colloquial usage, the terms "Turing complete" or "Turing equivalent" are used to mean that any real-world general-purpose computer or computer language can approximately simulate the computational aspects of any other real-world general-purpose computer or computer language.
spacetrace: can be done with lp=3000
trigger hit : 0/-1000

it is easier to understand

your class 2 vs enemy class 3:
you:
20 fighter escorts
enemy:
22 cruisers

20 fighter escorts vs 2 cruisers

21 cruisers vs 7 fighter escorts

your class 2 vs enemy class 2: V ^
you:
20 fighter escorts
enemy:
210 destroyers

20 fighter escorts vs 20 destroyers

60 destroyers vs 20 fighter escorts

your class 1 vs enemy class 2: V ^
you:
100 fighters
enemy:
20 fighter escorts

60 fighters vs 20 fighter escorts

20 fighter escorts vs 20 fighters
spacetrace: also this gives me an idea for another cool shield ship:

if hit it will repair itself to full strenght - it will not be repaired if lp <=0

lp 10 - cannot be shot down by a fighter or eagle, but by a destroyer or cruiser
Senor: if you can do it with subtraction then maybe the initial lp doesn't need to be so high? wouldn't 300 suffice?

awesome idea on the self repairing ship.
spacetrace: in this configuration 300 wouldn't be enough (the firepower of the cruiser would kill it faster than 3 shots then)

i could program a new battlefunction, but it would be only for one ship ...so: no :)
Senor: isn't there a way that you can make a ship immune to direct damage and in case of getting hit it only uses its own subtraction formula?
spacetrace: it's deep in the main loop and i better dont want to touch it , but ... maybe ... yeah ;)
ncaries: nice ship, i hope
can someone explain to me how the hydra works because i dont get it :)2
spacetrace: here is the card:

http://linux-zugang.z11.de/2015-11-29-200347_1366x768_scrot.png

basicly it can take 3 hits - because it loses 1000LP for each time it gets hit.
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