Scoring in TIE Fighter

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Revision as of 13:40, 14 December 2014 by Plif (talk | contribs) (Added notes to Primary and Secondary Goals, added note about Bonus Goals, and added Losing Friendly Craft note)

Summary

This article explains how mission scores are calculated in TIE Fighter. The source for a lot of this information is [1].


Mission Completion

Primary Goals complete on Easy 2500

Primary Goals complete on Medium 5000

Primary Goals complete on Hard 7500

All Primary Goals must be completed to earn these points


Secondary Goals complete on Easy 2500

Secondary Goals complete on Medium 5000

Secondary Goals complete on Hard 7500

All Secondary Goals must be completed to earn these points


Each individual Bonus Goal has its own point value set by the mission creator. Unlike Primary and Secondary Goals, not all Bonus Goals have to be completed in order to earn points for completing Bonus Goals.


If the mission was flown with collisions on, add 250 points as well as an additional 12.5% bonus to all points earned for units destroyed or captured.

Points for kills or captures are reduced by 25% on Easy and increased by 25% on Hard.

The Invulnerability and Unlimited Ammo each apply a 90% score reduction for all units killed or captured. Only one 90% reduction is applied if both cheats are enabled.


Weapons Fire

Each laser fired causes the player's score to be reduced by one point. This is per laser, not per pull of the trigger. For example, a TIE Defender firing four lasers at once would deduct four points. Ion cannon blasts do not deduct any points.

Each warhead fired causes the players score to be reduce by 50 points. As with lasers, if you fire two warheads at the same time, your score would be reduced by 100 points.

Each laser hit adds three points to the player's score. Ion cannon blast hits do not add any points.

Each warhead hit adds 100 points to the player's score.


Destroyed Units

The player's craft must make the final hit in order for these points to be awarded. There are no partial points for assists.

Satellies, mines, and probes 50

Tug 200

Z-95 320

TIE Fighter 400

Y-Wing 400

Heavy Lifter 600

TIE Bomber 600

TIE Interceptor 600

Transport 600

X-Wing 600

A-Wing 800

Assault Gunboat 800

B-Wing 800

Container 800

Shuttle 800

Assault Transport 960

TIE Advanced 1000

Freighter 1200

Modular Conveyor 1200

Cargo Ferry 1600

Container Transport 1600

Corvette 1600

Escort Shuttle 1600

TIE Defender 1600

Corellian Transport 2000

Modified Corvette 2000

Patrol Craft 2400

Escort Carrier 4000

Nebulon-B Frigate 4000

Modified Frigate 4000

Carrack Cruiser 5000

Dreadnaught 5000

Victory-class Star Destroyer 5000

Platform 5200

Interdictor Cruiser 5600

Strike Cruiser 6000

Imperial-class Star Destroyer 8000


Captured Units

Capturing a unit awards five times the number of points that destroying the unit would have. Unlike kills, the player's craft does not have to perform the capture operation.


Other Point Deductions

Losing your spacecraft -5,000

Destroying friendly craft -10,000

Successfully calling for reinforcements -5,000 (no points are deducted if the mission has no reinforcement units)

Losing friendly craft 0 (no points are deducted when friendly craft are destroyed or captured)


In-game Ranks

Based on how many points the player has accrued, the game will assign them a rank in the Imperial Navy.

Flt. Cadet 0

Flt. Officer 10,000

Lieutenant 50,000

Captain 150,000

Commander 250,000

General 500,000


Based on how many points from secondary and bonus goals the player has earned, the game will give them ranks in the Secret Order of the Emperor.


First Initiate 100,000

Second Circle 200,000

Third Circle 250,000

Fourth Circle 450,000

Inner Circle 600,000

Emperor's Hand 1,000,000

Emperor's Eyes 1,400,000

Emperor's Hands 1,700,000

Emperor's Reach 2,000,000