Guide:Frizz

https://docs.google.com/spreadsheets/d/1g3Winf8Op3UQwV0mVskMjQ0jEA9T53xXOArwivGalLI/edit#gid=0

## To Hit

### Intro

Many players starting-out in Tinywarz have problems hitting targets their units are shooting at. This post will give an overview how how the Tinywarz combat system works, and what you can do make your units hit the enemy more often and have the enemy hit you less.

To attack an emeny - first, click on your unit, choosing target, then clicking on an enemy unit. This will open a new window where you can choose which weapons on the unit will attack which targets. Click on the enemy unit again (in the new window), then click on the weapon you wish to fire at the unit (or click "Alpha Strike" which tells your unit to fire all its weapons at the target). When you do this, each weapon will be updated wtih "to-hit" information. Here's what that text means:

The to-hit value returned breaks down to a bell-shaped curve, with an Average to-hit landing about 50% of the time. As you move around the curve, your shots become harder or easier. If you want to get really mathy (and like stats), think of each category as a standard deviation ... following (roughly) the 68%, 95% and 99% rule.

### Gunnery Skill

Gunnery skills start in the following areas:

Rookie - Above Average

Skilled - Easy

Veteran - Almost Guaranteed

Elite - Guaranteed

This is the base-line for a to-hit number and is modified by the following factors:

- Unit's movement

- Target's movement / Target's dodge

- Weapon's range

- Effects / Commands / Mods

[Unit's movement

There are three possible modifiers based on a unit's movement. If a unit did not move, there is no modifier. If a firing unit moved under it's controlled speed, it will shift the to-hit number to the right by about 1 to-hit category:

Easy becomes Above Average

Below Average becomes Difficult

If a firing unit has moved over it's controlled speed, the to-hit number is shifted to the right by about 2 to-hit categories:

Average would become Difficult

Almost Guaranteed would become Above Average

**Frizz Note:**

If you move above your controlled speed you get a <3 Gunnery Levels penality to-hit.

If you move under your controlled speed you get a <1 Gunnery Levels penality to-hit.

If you don't move you get no penality to-hit.

### arget's movement and Dodge

A target can shift the to-hit number by 2 categories by moving and dodging. The to-hit number shifts gradually from 2-9 squares moved; with no modifier given if a target moved 2 or less squares and the to-hit number shifting by about 2 categories if a target moved 9 squares or more. So if your target moved 10 squares, and you were firing with a vehicle that had a Skilled gunner that did not move the to-hit number would be Average (base-line to hit of Easy, shifted 2 categories to the right for movement - gives a to-hit of Average). Dodging (through Mods or Commands) can shift the to-hit number by up to 2 categories. However, Dodge and movement work together - if a unit as a Dodge that shifts the to-hit number 2 categories, and the unit moves enough squares to shift the to-hit number by 1 category, Dodge will only provide another 1 category shift for the unit. If the same unit moves enough to provide a 2 category shift in the to-hit number, no dodge bonus will be given for that turn.

**Frizz Note:**

If your target moves 4 or less squares you get a <1 Gunnery Level penality to-hit.

If your target moves 6 or less squares you get a <2 Gunnery Levels penality to-hit.

If your target moves 8 or less squares you get a 2 Gunnery Levels penality to-hit.

If your target moves 9 or more squares you get a <3 Gunnery Levels penality to-hit.

### Weapon's Range

The range to the target is also important. Energy and Missile weapons can fire up-to their range times two, Ballistic weapons can only shoot up to their range.

Energy Weapons which are shooting at a target that is in the second half of their range (ie. an Energy Weapon with a range of 2 shooting at a target 4 squares away), will shift the to-hit number out by two categories (so Easy would become Average).

Missile Weapons work the opposite of Energy Weapons. If a target is inside the weapon's range (ie. a Missile Weapon with a Range of 4 shooting at a target 3 squares away), then the to-hit number will shift the to-hit number out by two categories.

Also, these weapons receive a bonus when shooting within their optimal range (ie. Above Average would be Easy). Ballistic Weapons have no range modifiers.

### Effects / Commands / Mods

These can shift the to-hit number based on the type of Effect, Command or Mod. As a general guide, if the text states that a small bonus is provided, then the shift will be less than one category. If the text simply says bonus then the shift will be one category. If the text states something like large then the shift is over one category and up-to two categories.

### EXAMPLE 1 - What not to do

Ok - Say you have a Rookie Gunner in a unit that has moved at it's maximum speed for that turn, firing an Energy Weapon (Range: 3) at a target 4 squares away that moved 5 squares. The base to-hit from the Gunnery skill is Above Average. The firer moved ABOVE his Controlled Speed, shifting the to-hit number by 2 categories to Below Average. The target's movement shifts the to-hit number by 1 category to Difficult. And, because the weapon is firing outside it's optimum range (Energy Weapon with Range:3 shooting at a target 4 squares away), the to-hit number gets two more bumps to Impossible ... ouch.

### EXAMPLE 2 - What to do

Ok - let's try this again ... this time, let's use the knowledge of our weapon's range and our movement to help the to-hit number. Suppose the same crew did not fire last turn with it's Energy Weapon AND it did not move. Let's suppose that the target charged at the firing unit (which bandits like to do) moving 4 squares and is now at point-blank range. Should the unit fire at the target this turn, it's base to-hit would still be Above Average. But, there would be no shifts in the to-hit number for attacker's movement. The only negative modifier would be for the target's movement, which would be a little less then one category. However, because the target is within Optimal Range of our Energry weapon, we get positive bump. This would leave the final to-hit number back at Above Average AND if a command, like Aimed Shot, was issued on the firing unit, we could improve that to-hit number to Easy.

### What you see ... Is not what you get

There is one disclaimer - the to-hit text reported back to you currently only uses the Gunner's Skill, Movement and Range. It does not take into account an Commands, Dodging or Mods (these are taken into account when the unit actually fires the shot). This is becauses these numbers can change during the turn (if another player issues a command, etc.). So issuing an Aimed Shot Command to one of your units (which improves the to-hit number by just over 1 category) will not give you a visible improvement in the to-hit number reported back to you, but will still give the unit a bonus to-hit its target.

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## Mining

There are two factors that influence how much ore you can get while mining: the amount of ore in the deposit and how efficiently you mine that ore. You can influence both of these with Commands, Abilities, Merits, Mods and Vehicles. Let's get into the nuts and bolts ...

### Deposits

The first thing you can do to give yourself more ore while mining with a vehicle is to deploy to a planet where PvP is enabled. Currently this means deploying to the Relic or Faction War planets. The each planet creates ore deposits within a certain range:

* Training Planet deposits: 300-500 ore
* Relic Planet deposits: 500-850 ore
* Faction War Planet deposits: 500-850 ore
* PvP Training Planet deposits: 500-850 ore

Also, there is a 10% chance on Relic, PvP Training, and Faction planets of a mega-deposit, these can have 1,000-2,000 ore in them.

### Efficiency

Once you decide where to mine ore, you need to configure your miner. This is where you can affect how efficiently you mine ore in a deposit. Keep in-mind you can never exceed 100% efficiency. Here's the break-down:

* Base Efficiency: 50%
* **Command**: Basic Mining: +0%
* **Command**: Advanced Mining: +15%
* **Command**: Mega Mining: +20%
* **Ability**: Born Geologist: +10%
* **Vehicle**: Hedgehog Utility Vehicle: +0%
* **Vehicle**: Hermes Meka: +10%
* **Vehicle**: Coluber Utility Vehicle: +5%
* **Vehicle**: Calico Utility Vehicle: +15%
* **Mod**: Bit-Chipper Mining Drill: +10%
* **Merit**: Rockhound: +15%

Note: Your commander **does not**: need to be piloting the miner for you to receive the Born Geologist or Mineralogist bonuses.

### Yield

You can also affect the yield of an ore deposit. This is done through Mods and Abilities. Currently the Mineralogist Ability and the Mining Platform Mods can increase the amount of ore each deposit you mine yields.

* **Command**: Advanced Mining: +20% ore yield
* **Command**: Mega Mining: +100% ore yield
* **Ability**: Mineralogist: +5% ore yield
* **Mod**: Improved Mining Platform: +10%
* **Mod**: Advanced Mining Platform: +15%

[edit]

### Examples

Suppose you're mining an ore deposit which contains 500 ore with the Basic Mining Command using a Hedgehog Utility Vehicle, you could expect to receive: 500 x 55% = 275 ore from the deposit.

Now, let's say that you decide to improve your efficiency a bit, you use the Advanced Mining Command, with a Hermes, which also has an Improved Mining Platform in a Mod slot. You could expect to receive: (500 x 110%) x 70% = 385 ore from the deposit (*this example applies before the 6/20/07 update*).

Lastly, suppose you use a Calico, with a pilot who has the Rockhound Merit, your commander has the Mineralogist and Born Geologist Abilities, you issue an Advanced Mining Command and the vehicle is equipped with an Advanced and an Improved Mining Platform. You could expect to receive (500 x 130%) x 100% = 650 ore from the deposit (*this example applies before the 6/20/07 update*).

### Building Mining

Building Mining is a lttle simpler, each Refinery provides a different amount of ore per turn:

* Small Refinery: averages 2.5 Ore per turn
* Medium Refinery: averages 5 Ore per turn
* Large Refinery: averages 10 Ore per turn

### Mining Update Details

A mining update went in on 6/20/07, the following images provide more information on the amount of ore that can be obtained from active (vehicular) / passive (building) mining before and after the update. These numbers were also show why the update was necessary. Pre-update, passive mining was much more efficient than active mining because half of a base's drop cost could be refunded by ending your turn early. After the update, a base's cost can no longer be refunded by ending your turn early, this bringing the efficiency of building mining down. Efficiency for active (vehicular) mining was raised to compensate for this (see below).

For active (vehicular) mining, **BMining** means Basic Mining, **AMining**/**AdvM** means Advanced Mining, **MegaM** means Mega Mining, **ME** means Mining Expert Ability, **Mods** means Mining Platform Mods, **MegaD** means Mega Deposit. Ore/Com is the amount of Ore you can get for 1 Command using that combination of Vehicles, Commands, Mods, and Abilities.

For passive (building) mining, **Sref** means Small Refinery, **Mref** means Medium Refinery, **Lref** means Large Refinery, **UT** Union Treasurer Ability.