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Re: emissive armor possible fix
Jack no need to address me formally with "major", just "Q" is completely alright http://forum.shrapnelgames.com/images/icons/icon12.gif .
Yes the problem is that is misunderstood you about the meaning of "working emissive armor". I have the same opinion as SJ or Skulky, that the all or nothing effect is not good. If you hit the emissive armor with a weapon of higher damage, it should still have some effect of reducing the damage. And that is not the case. [ 13 January 2002: Message edited by: Q ]</p> |
Re: emissive armor possible fix
The only problem I have with how emmisive armor works is that it should render fighter weapons useles and it doesn't.
I also think that the size/damage resistece ratio should be at least equal to the best standard armor. |
Re: emissive armor possible fix
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
I don't think making the emissive armor big would help. SJ is right it would be unbalancing if you push the resistence too high. This is a very old problem I already had in SE III. <snip> <hr></blockquote> The only balance in SEIII was that you could only put 10% of your ship's mass in the "armor" section (i.e., the part that actually got hit first). You could add armor components into the external & internal sections, but there was no guarantee they'd get hit first. If we could enforce something similar in SE4, we might be able to balance emissive armor properly... |
Re: emissive armor possible fix
as far as balance goes, im probably dreaming here, but maybe having it just reduce damage by a percentage would be the best way to balance it. sounds like alot of work to recode tho.
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