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Spaceempires.net appears to be down. That is where I got used to tracking where the mod (including my contributions) was. Anyone know where the latest version is hung, for Onyx to download?
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SpaceEmpires.net is currently being reconfigured. I will post a link to the file when it is available, which should hopefully be in less than an hour...
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grumbler said:
D'oh! I was thinking of using them as armor, when of course they could be miscellaneous abilities. Still, I think maybe the structural supports might be overkill - I never use 'em myself since they delay the ship's completion, and all they really do is provide a hulk to draw the AI's fire.
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None of the leaky armors can be used as the "armor" category. All of them are misc ability useable.
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I was afraid the effects were built into the size of the armor. Well, this is not a crucial point right now, and we have some time to think of a workable scheme to keep the armor system as much as it is as possible. As you note, maybe the grid effect is not necessary.
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They are built into the hit points of the armor. The size is used as a balancing device. Light armor has more hit points per kiloton than heavy, but due to being so small (each piece has a far smaller amount of hit points), it ends up offering more easily penetrated defense than heavy armor does. Really big armor would have the same affect that heavy does to light (and medium).
If you use scale mounted armor components (each hull has the armor take up 5% of the space or whatever), it would make large ships have vastly superior armor capabilities compared to small ships. Not only could they potentially have more hit points, but their single armor component would have far more hit points per component than a smaller ship's would. This would make the armor act more and more as stock armor the larger the ship hull is (due to having more hit points per component as compared to "internals"), which in my estimation is contrary to the whole purpose of leaky armor.
Remember, the more hit points a component has, the more likely it is to be the one selected for being damaged. The more hit points a component has, the more biased these algorithms are towards selecting it. This is the cornerstone of the leaky armor paradigm. Also, it is what really allows heavy leaky armor to be stronger than light leaky armor in the B5 Mod.