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Old March 2nd, 2003, 04:08 AM
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Default Re: Proportions Mod Versions 2.5.2 and 2.5.3 available

Quote:
Originally posted by Aloofi:
PvK, I have one scaled Ultra Armor Plating component that reflects 13 damage, a regenerating shield generator 1 with 175 shield points that generated 7 points per combat turn, and 3 components of Ultra armored structure (not the scaled one) that reflects 6 damage each.
Now what its suppose to happen here and which components do what and which one get hit first and which one gets destroyed first.
Because I really don't understand how this works. Maybe because I'm not very intelligent, but I'm trying to improve.
Well, it is complicated and very unpredictable.

For a normal hit, damage is first applied to shields. Any remaining damage is then reduced by the emissive effect of the undestroyed component which has the highest emissive effect. Any damage from that hit left after that is then applied to a random "hit first" component - chosen from any "hit first" component that can be completely destroyed in one shot, if any. Then any damage remaining from that one hit after all "hit first" components have destroyed, is applied randomly against a non-hit-first component, such as functional components, armored structure and non-specialized armored plating like you chose. The random procedure for determining which one of these is hit does not choose killable-in-one-hit first, and is weighted by the size of the component. (So if your ship above is a cruiser, you'll have 220 + 3 x 210 = 850 in armor, and perhaps 600 in functional components, so the chance your first hit will strike armored structure or plating instead of anything functional is 850/(600 + 850) = 59%.

For a more complete example, say your ship has so far been unharmed, when it gets hit by eight bLasts from a Large-mounted Meson BLaster V, which does 60 points of normal damage per hit, in one turn.

The first two will be completely stopped by shields, reducing your shields 120 points, to 55.

The third hit will remove the 55 shields, and 5 hits will get through but will be deflected completely by your highest emissive rating of 13.

The fourth hit will first be reduced by your highest emissive rating of 13, to 47. If you had any "hit first" armor, it would be hit by this, but you don't, so the damage of this will start piling up against any one of the components on your ship, determined randomly but weighted proportional to the structure the component takes up on the ship. Your Ultra Armored Structure probably has the lion's share of your structure (depending on how big your ship is), so it is most likely to be hit, but not destroyed.

The remaining four hits will very probably not have hit and destroyed your armored plating, so they will all be reduced by 13 each, so your total damage will probably be 47 x 5 = 235. Assuming your armored structure was hit first, your Ultra Amored Structure will take either 210 or 240 damage per component, so if it was Mark I armor, you'll have one damaged component, or if you have Mark II armor, no damaged components (but be only 5 points away from losing one component). If you take no more damage during the battle, you might end up with no damaged components.

If your armored plating does get hit (looks like it'd be Advanced Armor Plating II if it's deflecting 13/hit), then its structure rating is proportional to your ship size. If this is a Cruiser, it can withstand 220 damage before it breaks down. If that happens, then subsequent hits will only be reduced by your highest undestroyed emissive effect (6/hit).

Next turn, if your shield generator wasn't hit, you'll get 7 points of shields. If you aren't hit again, you'll have 14 points of shields on the next turn, and so on (175 max).

That should be as clear as vector calculus now...

PvK
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