A ship has 100% firepower when it is undamaged.
A ship has 0% firepower when it is destroyed.
What if percent firepower equalled percent hull-strength?
Some car-racing games use this to necessitate Pit-Stops, but in Fragmented Galaxy, I feel that a linear firepower vs. hull-strength relationship would make the combat-AI much simpler :)
Assumption: Targetting is done with the assumption that damage-per-second equals the power at a certain distance. Short-range weapons have highest power at distance zero, and the power quickly falls-off to an asymptote at power=0. Long-range ships still have high power at further distances, and some weapons deal the most damage (i.e. their power peaks) at long distance. This means that we assume that projectiles do not 'travel'. Dodging ammunition is a statistical modifier, and can be shown in the client-side GUI. But for damage-calculations, the assumption is that ammunition takes no time to 'travel' towards enemy ships. Any exceptions (e.g. missiles and mines) will have to be treated as friendly ships with zero range. The ship-design app should include the power vs. distance graph for each weaponry component.
A DPS ship with the AI set to "hit highest firepower enemies" (should this be considered a tactic?) would hit the enemy with the highest power at a player-determined distance (see Targeting Modifier). However, a more advanced tactic would be to hit the enemy ship that will lose the most firepower while taking damage. To do this, we assume that enemy firepower is directly proportional to (current ship hull / total ship hull). Then we look at all available targets. The targetting-AI would compare:
- friendly weapon-power at current distance between ships (how much damage can be dealt)
- hull-strength of enemy
- firepower of enemy (weighted to a player-specified range, e.g. range 0)
- class of enemy ships (weighted by players to give priority to certain targets)
- priorities of enemy ships (need advanced technology to determine this)
The above determines which ship is fired-upon. However, the movement-orders for your ship also take into-account pathfinding - how easy it is to intercept the enemy - and do not look at your power at the current distance.
Problem: Without any anti-shields weaponry, the DPS category can be countered with a low-hull-strength + high-firepower ship that also has strong shields. This ship would optimally be used in the "tanking" category, and could be beaten with crowd-control (to disrupt formation, or hit clustered ships), or some anti-shields weaponry.