Intro
The simulation system of any RTS can at times be hard for
the players to unravel exactly what is going on so today we are taking a quick
look at the core systems comprising the Halo wars combat system.
In Halo Wars every combat unit has an armor type and at
least one weapon (often more), while each weapon has its individual damage,
damage type and accuracy stats.
Every attack in halo wars has a specific weapon associated with it even special
attacks such as grenades or canister shot have separate specific weapons just
for that special to use.
Accuracy
The first item we will look at it is the accuracy system in
halo wars and how individual projectiles are directed when fired at the enemy.
Every weapon has individual accuracy ratings that determine how accurate
the attacks it makes are; the first rating is a straight chance to have the
projectile be fired true while the second rating is used to determine how far
off the aim is if the attack is not perfectly accurate.
After the projectile is fired all that is left to find out is what unit
is actually hit as a weapon can “roll” a miss and the enemy can move into the
projectiles path.
Damage
After a projectile actually hits a target comes stage two
of combat where the armor type of the unit being hit and the damage type being
applied are used to look up a damage modification.
The final damage is calculated by multiplying the base damage by this
damage modifier.
A simple example of this is a marine firing on a scorpion
with his rifle which for this example we will say does 10 base damage, now then
the scorpion is armor type “Heavy armor” and the rifle does damage type “small
arms fire” so we cross reference small arms fire and heavy armor on the table
and get 0.4 modifier. The final
damage will 4 damage done to the scorpion tank, calculated by taking the base
damage (10) and multiplying Is by the modifier (0.4).
Wrap up
Overall the damage system is relatively straight forward
with the main complexity coming from the number of armor and damage types but
where feasible like type weapons share like type damage types.
The machine gun on a scorpion does the same damage type as on the warthog
for example. Also most game units
have a fairly straight forward armor type except for a few special cases I will
not be covering (but they are not important for this article).
Timotron
Some base Armor
types in Halo wars
·
Light infantry:
Marines, Grunts, Jackals, brutes, Elites
·
Heavy Infantry:
Flamethrowers, Hunters, Cyclops
·
Medium Armor:
Warthogs, Ghosts, Choppers, Wolverines, Cobras
·
Heavy armor:
Scorpions, Wraith, Elephants, Scarabs
·
Aircraft:
Hornets, Banshees, Vultures,
Vampires
·
Building:
Bases, Buildings, Turrets
Some example
damage types
Heavy MG and plasma
- Plasma pistols and rifles
- Plasma cannons on ghost, banshee and wraith
- Heavy machine guns on warthog, scorpion and hornet
Anti air missiles/ needles
- Wolverine anti air missiles
- Turret anti-air missiles
- Vulture anti-air missiles
- Vampire heavy needles
- Turret anti-air needles
Grenades
- Marine grenade/ RPG special attacks
- Grunt plasma grenade special attack
- Warthog grenadier
- Wolverine grenade mortar
Sniper attacks
- Rebel snipers
- Jackal snipers
Flames
- Flamethrower
- Flame mortars
- Covenant anti-infantry plasma mortar turret
Damage type/
armor type lookup table (real numbers from the Halo Wars database)
|
|
Light infantry
|
Heavy infantry
|
Medium Armor
|
Heavy Armor
|
Aircraft
|
Buildings
|
|
Heavy MG and plasma
|
160%
|
120%
|
120%
|
40%
|
180%
|
40%
|
|
Anti air missiles/ needles
|
120%
|
120%
|
100%
|
60%
|
300%
|
60%
|
|
Grenades
|
80%
|
60%
|
160%
|
120%
|
80%
|
160%
|
|
Sniper attacks
|
400%
|
300%
|
40%
|
20%
|
40%
|
20%
|
|
Flames
|
300%
|
200%
|
40%
|
20%
|
40%
|
40%
|