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Re: full coverage armor
to late, i already put the real formulas into a excel spreadsheet, and rounded off the final answer to the second decimal point, and plugged that into my components enhancement file.
im glad to say that it works gloriously, although there is now a need for small (1kt) space filling components to account for all the oddball armor sizes. i think that reinforcing bulkheads will answer the call, as i am having a hard time justifying bringing cargo and supply niches down to the 1kt size. |
Re: full coverage armor
1kt components? Small suplimental ECM or Sensors?
Maybe they would add 1/2 what an equivelent size ECM would generate? [ September 26, 2002, 00:30: Message edited by: Gryphin ] |
Re: full coverage armor
I think any of those three would be appropriate for the 1kt components. All three of those make perfect sense to me as "filler space" on the ship.
Geoschmo |
Re: full coverage armor
And for the role-player in all of us:
How about 1kt "luxury" components? You know, high quality officer's quarters, an on-ship bar, civilian quarters, observation decks, heck, maybe even a Zee-Gee pool. http://forum.shrapnelgames.com/images/icons/icon12.gif Maybe even a brig, or diplomatic quarters, or something that wouldn't need a whole lot of space, might not have a practical in-game use, but would at least give us the satisfaction that not a single kiloton of potential space is going to waste in any of our ship designs. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: full coverage armor
"im glad to say that it works gloriously, although there is now a need for small (1kt) space filling components to account for all the oddball armor sizes. i think that reinforcing bulkheads will answer the call, as i am having a hard time justifying bringing cargo and supply niches down to the 1kt size."
(from Deathstalker's Mount Mod 1.3-Gold) Long Name := Ship Armor Plating Short Name := Plate Armor Description := Small units of armor added to reinforce critical areas of a ship or unit. Code := Plt Cost Percent := 10 Tonnage Percent := 10 Tonnage Structure Percent := 10 Damage Percent := 10 Supply Percent := 10 Range Modifier := 0 Weapon To Hit Modifier := 0 Vehicle Size Minimum := 0 Comp Family Requirement := 10 Weapon Type Requirement := None Vehicle Type := Ship/Base/Satellite/Weapon Platform Number of Tech Req := 2 Tech Area Req 1 := Armor Tech Level Req 1 := 2 Tech Area Req 2 := Physics Tech Level Req 2 := 1 or in other words, 1kt armor 'patches' http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif [ September 26, 2002, 02:41: Message edited by: Deathstalker ] |
Re: full coverage armor
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Re: full coverage armor
Hot foot,
I guess if you wanted to carry that a bit further, perhaps it could be built into part of a game where the "goal" of one side would be to capture the ship with the Embasador on board. |
Re: full coverage armor
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Re: full coverage armor
Hotfoot,
Here is a thread on, "Capture the Flag" ideas. May be of intereste to you. Capture The Flag Thread |
Re: full coverage armor
Might be too late to chime in, since Puke already made the enhancement file, but here are my $0.02 anyway.
Puke, if I understand this correctly you are changing the size of the armor component and leave the structure constant, right? That leaves you with some odd numbers. How about if you keep the size of the armor constant and let the mounts change the structure? In effect that would mean that 10kT of armor will result in a 'thicker' armor on an escort compared to a battleship. That also means that armor on bigger ships will take longer to repair, since you must use more components to get the same amount of protection. Not sure if that side effect is desired or not. Just an idea, anyway. Re Shields: I proposed such a system a while ago. Makes perfect sense to me that shields get weaker on bigger ships. Worked out a system for this, too. Got mixed reactions on this and seemed too much work at the time, since the my to-do-list was already long. So I haven't yet implemented it, but I am still considering it for a future Version of DNM. Rollo |
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