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-   -   emissive armor possible fix (http://forum.shrapnelgames.com/showthread.php?t=4907)

Q January 13th, 2002 08:18 AM

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>

Andrés January 13th, 2002 05:07 PM

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.

DirectorTsaarx January 15th, 2002 12:06 AM

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.
&lt;snip&gt;
<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...

Jack Deth January 15th, 2002 11:10 AM

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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