
March 9th, 2003, 11:12 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: SE5, Tell Aaron what\'s on your Wish List
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*MODDING* - The same way as they did it in i-war2-EoC: All mods are zipped (with the corrtect paths in them) and will override the base game files (ONLY if they exist in the zip) and the zips are all placed in se5/mods subdir. Ingame then you choose just by clicking those mods that you want to turn them on.
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Zipping them is overkill. You can already place the mods into a Mods subfolder if you want. You just have to make sure to include that in the Path.txt. An in-game option to select the mod would be nice though.
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Fyron,
Its not unpredictable. If it were, then you'd get a different answer each time you did the math.
It may not be blatantly obvious, but it is quite simple.
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It is unpredictable at the modding stage. You have no idea what other types of bonuses a ship is going to have when you design the values of the ECM components, for example. Sure, you can guess, but you end up with different levels of effects with your proposed system depending on what else is affecting the ships. This is what makes it essentially unpredictable.
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"ECM does less than it should when there is no CS component."
Bah, Fyron.
An ECM-50 device (50% defense bonus) under this system will halve your chance of being hit.
It will turn a 20% into 10%, and an 80% into 40%. You take (statistically) half the damage during combat. That is the way it is supposed to work.
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If there was only one or two things that modify your to hit chances, then sure. But, there are many, many things that go into the calculations, which make your proposed system not a good one to use. That statement was made under the assumption that you did not forget about my previous post. With your system, a 20% ECM that cancels a 20% CS only gives 17% defense when there is no CS on the ship. When there are other modifiers in play, it will get even messier.
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