                            Concept : Interception

 Each time an enemy plane (i.e. a plane owned by a country that your are  HOS-
TILE  to  or worse) flies into over a sector you own, planes you have with the
intercept ability will intercept them if:

                            Concept : Interception

   a) The incoming plane is not stealthy, or is detected.
   b) The sector is within 1/2 the interceptor's range (as modified
   by rangeedit)
   b) They have mobility
   c) Their efficiency is 40 or more
   d) They are at an appropriate place:
           1) planes without VTOL ability must be at an airport that
                   is at least 60% efficient.

           2) planes on ships may only fly if the ship can operate
                   that kind of aircraft.

   e) There is petrol there equal to 1/2 the plane's fuel rating.
           (rounded down)

                            Concept : Interception

Enemy planes will be intercepted by up to 1 more  interceptor,  i.e.  1  plane
will be intercepted by 2 (if available), 2 by 3, 3 by 4, etc. The highest num-
bered planes intercept first. Incoming missiles will only  be  intercepted  by
ABM's

Once the roster of attackers  &  intercepters  is  determined,  attackers  and
interceptors  dogfight.  First escorts & interceptors fight, then planes being
escorted & surviving non-aborted interceptors.

First, an attacker and a defender are chosen. Each plane on each  list  fights
once.

Combat values

The attacker's combat value is calculated  by  adding  up  his  planes  attack
value,  and  modifying  it  for efficiency, bomb-load, and stealth. The attack
value of the plane is multiplied times the plane's efficiency, but  cannot  go
below  1/2 of the plane-type's base value (as shown by show plane stats).  (If
the plane's attack value is 0, the defensive value is  used  instead,  with  a
minimum of 1/2 the plane- type's defensive value)

                            Concept : Interception

Two is subtracted if the attacking plane is carrying bombs.

If the plane is stealthy, 3 is added. (If the STEALTHV  option  is  used,  the
modifier is +(stealth%/25) instead)

The defender's value is calculated in the same way, except that the  defensive
value is always used.

Odds

Next, an odds ratio is calulated: (att/(def+att))*100.

Combat Intensity

Then, a combat intensity is rolled: (d20+d20+d20+d20)

Combat  For each point of combat intensity (or until both planes are dead),  a
d100  is  rolled.  If  the  value  is less than the odds, the defender takes a
casualty, otherwise the attacker takes a casualty.

                            Concept : Interception

Once all combat rolls have been made, the attacker and  defender  are  checked
for aborting. The chance to abort is (100-plane eff). (Example: a plane at 70%
has a 30% chance to abort.

Missiles intercepting die after the combat is done.
Example

Suppose that a fighter 2 (30% efficient, tech 154, attack value 7) is conduct-
ing  a  recon  mission.  As  it enters an enemy controlled sector, an f1 (100%
efficient, tech 131, defense value 4) rises up to fight  it.   The  attacker's
combat value is calculated:

                            Concept : Interception

   1) 7 * (30/100) = 2.1 = 2

   2) 2 is less than 1/2 the base attack value of an f2 (6), so the value
   is changed to 3

   3) The attacking plane is not stealthy. No modifier.

   4) The attacking plane is not carrying bombs. No modifier.

The defender's defense value, calculated similarly, is 4.

The odds ratio is (3/(3+4)) = .429 = 43%

The intensity is randomly determined to be 30. A  d100  is  rolled  30  times.
Each  time that is 43 or less, the defender takes a hit. Each time it is 44 or
more, the attacker takes a hit.

In our example, the attacker takes 17, the defender 13, leaving  them  at  13%

                            Concept : Interception

and 87% efficiency, respectively. The attacker has an 87% chance to abort, and
the  defender  a 13%. If neither aborts, the attacker flies on. If both abort,
the mission is over. If only the defender aborts, the attacker will fly on  to
the  next sector in his flight path (perhaps to have combat again) If only the
attacker aborts, the defender flies home with the  knowledge  of  a  job  well
done.

ABM's  ABM's do not use the normal combat procedure.  They  simply  have  a  %
chance of destroying an incoming warheard equal to their defensive value.

If you have land units in the enemy plane's target  sector,  your  plane  will
intercept  the  enemy  planes  AGAIN.  If  you have non-sub ships in the enemy
plane's target sector, your planes will intercept them yet again. If  you  own
the  target  sector,  and have ships & units there, your planes will therefore
intercept them a total of three times in that sector.

See also : plane-types, plane, fly, recon, bomb, rangeedit

