Re: SE5, Tell Aaron what\'s on your Wish List
No scale, just whatever values you want to use like now. Basically, the formula for determining which component takes a hit is this: Assign numbers to each HP of each component. For example, Bridge gets 1-10, LS 11-20, CQ 21-30, first engine 31-50, etc. Then, generate a random number in the total range. The weapon hits the comp corresponding to that number. I want this same system to be kept, but to use the new "chance to be hit" field instead of the HP field.
Actually, it would be cool if components remembered their damage, and each point of damage hit a random component. Or maybe that would get really complicated. But, each comp should still remember its damage (even out of combat). Repair bays could be made to repair HPs of damage instead of just whole components.
[ July 11, 2003, 19:21: Message edited by: Imperator Fyron ]
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