
December 21st, 2003, 04:40 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: New SJ mod
Quote:
Originally posted by Loser:
quote: Originally posted by Suicide Junkie:
Thus, they absorb 20/33/50/66/80 percent of the damage depending on damage type.
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CA does 'percentage'? I thought it just took it off the top. CA takes full damage, but adds some shield points - up to the amount of damage taken.
If you have a "quarter damage to shields" weapon, then you do 100 damage to the hull, generate 100 shields, and the next 4 hits do 25 shield damage each.
Thus, 4 of 5 shots did effectively no damage, and the shields blocked 80%.
Geckomlis:
I agree with all of that except the one-turn lifetime.
In order for the drones to remotely repair a ship, they need to be able to move, and then sit at the target and do their thing.
Also, if each drone Lasts 5 turns then you can get situations where you might want to waste some repair capacity in order to reush the repairs. (E-Repair, sort of like E-build)
EG:
Your fleet has 25 damaged components. You can:
A) Launch 5 drones, and completely repair your ship(s) in 5 turns.
B) Launch 13 drones, and completely repair your ship(s) in 2 turns, but waste 40 potential repair points.
If there is an enemy fleet 3 turns away, B may be a better choice, as you need your ships in peak condition for combat, and the cost of 8 "wasted" drones is acceptable.
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