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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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Small armor: size,struct = 1kt,2kt Big armor: size,struct = 10kt,7kt Then for a size of 10kt you can have: 10 small => struct of armor=10*2=20 1 big => struct of armor=1*7=7 So the small armore have 3 time more chances to be hit that if using big armor. Am I still wrong? Quote:
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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[ May 13, 2003, 09:11: Message edited by: Imperator Fyron ] |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
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If it works...I just gonna try it then Wonder if SJ has time to answer newbees http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
You won't find a guy more willing to spend his time answering newbies than SJ! http://forum.shrapnelgames.com/images/icons/icon12.gif
It is possible that I do not have the numbers exactly right to create the optimal effect I was planning on, but it is certainly close. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I remember reading SJ first Posts about P&N, full of ideas.
When I see what it became... quite impressive. I was wondering, would, by any magic, the emissive ability have the same property as Create damage from shield, meaning that if an internal component would have emissive value, then the whole ship would have? |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Components with Armor ability: Smallest structure values tend to be hit first.
Components without Armor ability (leaky armor): Larger structure values tend to be hit first. These don't seem to be influenced too much by numbers of components. In P&N, for instance, a space yard (~200 structure) will still most often be hit first, even if the ship has 10 Buckytube Gel comps (~30 structure). |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
I don't have exact statistics available, but when you compare a small number of large-hitpoint components and a large number of small-hitpoint components, with the same total hitpoints, the larger-hitpoint components get hit more often than randomly by component, and even more often than the 50% by hitpoints.
The example I used for testing was the B5 light, medium and heavy "Inert Armor". I don't recall exactly what they were, but take it as: 10 hp/1 kt for light armor 50 hp/10 kt for heavy armor I designed identical ships, except for armor... 6 guns, and 6 engines from standard SE4, minimum requirements for equipment. The light armor ship ended up with 6K hitpoints, while the Heavy armor ship ended up with 4K hitpoints. Guess who wins? 60-70% of the time, it was the heavy armor ship. Even though it had fewer armor components and only 2/3rds the number of hitpoints, it usually won the battles. Tactical combat, and watching each hit showed that the heavy ship would win because its heavier armor got hit more often, and less damage leaked through to destroy weapons. The light armored ship would lose firepower, and become unable to fight back. On the occasions of the light armor ship winning, the heavy ship would suffer bad luck on its own shots; failing to damage enough weapons on the light ship. Trading blow for blow, the 4k heavy armor hitpoints simply ran out first. |
Re: Adamant Mod Discussion Thread (v0.14.07 released!)
The abilities that various armor types have are not directly tied to the armor ability. Emissive ability works on all armor components when it is on a component that has armor, and it works on all components when it is on a component without the armor ability (just like shields from damage).
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Re: Adamant Mod Discussion Thread (v0.14.07 released!)
Fryon.... can you mod restrictions or are they hardcoded ?????
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