There is random bomb damage and it is irregular for more reasons than the ships being square, but that is a good point. There's also the proximity sensor vs. explode pixels vs. proximity trigger time. Therefore, if you have a bomb with a proximity sensor at 3 tiles, with level three bombs = 9 tile proximity sensor from the center point of the enemy ship, which = ~4.5 tile proximity distance (which is circular, not square like the ship). So if person x shoots a bomb slowly at a ship with a level 3 bomb at 3 proximity = 9 tiles, however with a 150ms explode delay the bomb will explode slightly within the proximity area, and will have an explode pixels of x, which at the center point of the explosion will be max damage. Therefore, the bomb will explode however far away, but the ship will only endure whatever damage the explode pixels determine. However, for a non proximity bomb, explode pixels still account for damage, as well as the center point being *maximum damage. Anything after that, is random however is generally determined by how fast the bomb hits the ship vs how long the bomb has been alive for. If you shoot a bomb at an enemy ship that's 1CM away from you (provided you can), you'll probably do near 95% of maximum damage, however if you shoot a bomb slowly at a ship that's farther away from you and it hits the enemy ship awkwardly, it will do less damage. And on top of that, you've got other factors such as shrapnel/bbombs/ebombs that will change how much damage each bomb will do (shrapnel which can either be completely random/set or do a certain amount of damage within it's first 1/3 of life), bbombs and ebombs doing a set 0.1% of damage. ... Or something like that. bullets either do 2/3 at random, with an option of maximum, or are exact. -L