Combat

"'The adrenaline turned an hour of fighting into a blur of short moments filled with bursts of gunfire.' - Operative [redacted]"A round of Combat is a short slice of time just long enough for one character to shoot one or two bullets at another character with a Gun. Multiple rounds of Combat may be chained together during a character's turn.

Attacker and Defender
Combat in Operative.Online Tactics is initiated by an Attacker during their turn on a Defender. If the Operative initiates an attack on an Enemy, the Operative is the Attacker and the Enemy is the Defender.

The Operative initiates combat by pressing the button corresponding to the Gun they wish to use while highlighting the target Enemy. Enemies automatically initiate combat on the Operative when their Initiative reaches 0 during their turn.

Accuracy VS Evasion
The Defender's Evasion is subtracted from the Attacker's Accuracy to determine the hit chance for the Attacker.

Accuracy and Evasion have base values and modifiers. Operatives get +1 Base Evasion. Enemies have +0 Base Evasion unless there is an active Alert, in which case they get +1 Evasion in their heightened state of alert. If the Defender is Long Range in relation to the Attacker, the Defender receives +1 Evasion.

Guns can modify Evasion or Accuracy depending on whether the Defender is Short Range or Long Range.

If a character takes Cover it can also modify Evasion or Accuracy. Cover appears with random buffs to Accuracy and/or Evasion that represent how good the Cover is at obscuring the Defender and how well the Cover provides aiming stability for an Attacker.

Once bonuses are applied to the base stats, the Attacker's Accuracy must be at least 1 greater than the Defender's Evasion for any chance to hit. The attack may not proceed with a 0% hit chance.

The formula to calculate hit chance is:

$$hit% = (accuracy - evasion) / accuracy$$

There are several implications to keep in mind with this simple formula:


 * the Attacker's Accuracy must double the Defender's Evasion to have at least a 50% hit chance
 * a high Evasion will require a much higher Accuracy to score a reasonable hit chance

Combat consists of 2 phases: Aiming and Firing.

During the Aiming phase, the Operative may increase their Accuracy by spending AP (the AP is not spent until the Aiming phase is confirmed).

Once confirmed, the Firing phase happens automatically:


 * The hit chance is rolled once for each projectile; if the RNG is lower than the hit chance, it's a successful hit.
 * The critical chance is rolled once for each successful hit; if the RNG is lower than the crit chance, it's an instant kill.
 * The appropriate number of projectiles are expended from the weapon's magazine.
 * Damage from successful hits is dealt to the Defender.