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Old May 13th, 2003, 10:00 AM
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Default Re: Adamant Mod Discussion Thread (v0.14.07 released!)

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Originally posted by Imperator Fyron:
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- You describe the leaky shiel as "taking half of the damage, instead of all or 0". But to my understanding your shield still take 100% of the damage, until depleted. What am I misunderstanding?
The difference is that standard shields absorb all damage until they are depleted, and then no longer provide protection. Leaky shields continually provide protection because some points are added to the shields every time the ship is damaged (as the shields use the Crystalline Armor ability).
I understand now, thank you for the explanation. I was surprise to know any damaged component would create shield when hit.
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- About leaky armor, are you sure that the small armor has a lower chance to be hit? I agree that each individual small armor has a smaller chance to be hit than a bigger one, but if you put 10 small armor (size=1kt) there is the same change than an armor will be hit as if you put 1 big armor (size=10kt), isn't it? The only difference is the total cost and the total structure, and the easiness to repair (the smaller number the better). From what you say it seems to be better to have many small armor for higher structure.
Which component is hit is based off of the hit points of the component, not its size. Heavy armors are likely to be hit first becuase they have a huge number of hit poitns. Using just light armor, there is a much greater chance that internals will be hit because each light armor component has fewer hit points, and so is less likely to be selected to be hit.).
Still, then the probability for teh armor to be hit depends on the ratio struture/size.
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?

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Also about colonization tech, why don't you use restricted trait for ICe/Rock/Gaz colonixation, the same way you use it for race type?
I copied the colony traits from EKolis' Colony Tech Mod, which did not use them.
OK
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