View Single Post
  #970  
Old April 17th, 2005, 09:35 AM
douglas's Avatar

douglas douglas is offline
Major
 
Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
Thanks: 0
Thanked 0 Times in 0 Posts
douglas is on a distinguished road
Default Re: The Star Trek Mod - 1.9.1.2 Update Released

Quote:
Ragnarok-X said:
Lets say i have 3 shields. Each one provides 50 shieldpoints and shield-from-damage abilities of lets say 20. This comes to a total of 150 shield points and a total of 60 points to shields per damage.
Now lets say my average weapon does 75 damage points (which is about the maximum a weapon can do, considering shields can get far better than those in this example.
Now, one weapon hits the ship: 150 shields points are reduced to 75, but immedialy increases by 60, effectivly doing only 15 ! damage. Now if i had just one more shield, that my high-end weapon does no damage at all, since the 75 point it at first does are immediatly negated by shield-from-damage-ability, effectivly even creating more shieldpower than damage was done, up to the maximum shield amount.

Could you please (taking my numbers) do another explanation at how combat at this stage would work ? Because i was pretty sure this is the way it does..I even remember combats were lesser weapons were actually POWERING UP the shields (indicated with a "-" before the damage offset in the combat, for example a -5 damage setting was driving up the shields by 5 points, though this was happening in my mod which was using a similar system)
Ok, 150 shield points, 60 shields from damage, 75 damage per shot. First shot: 75 damage to shields, shields reduced to 75. No damage was done to the hull, so shields from damage is not triggered. Second shot: 75 damage to shields, shields reduced to 0. Still no hull damage, so no shield regen. Third shot: 75 damage to hull, 60 shields from damage. Assume all damage always gets absorbed by 50 hp pieces of armor. One armor got destroyed by this shot, and another took the remaining 25 damage. Fourth shot: 25 partial damage added to shot for 100 total damage. 60 absorbed by shields, 40 hull damage - only partial to one armor. Only 40 shield points are generated, even though the total shields from damage ability value is 60, because the amount generated cannot exceed the amount of hull damage dealt. Fifth shot: 40 partial damage from previous shot takes out shields, 75 hull damage dealt, destroying one armor, dealing 25 partial damage, and generating 60 shields.

The net effect of the shields from damage ability is to nullify partial damage and make non-partial damage have to be dealt twice, up to the maximum of the total ability value per shot. Since this mod uses leaky armor, it is entirely possible for some shots to destroy internals, even shield generators, on the occasions when the shields are down and awaiting a recharge. Shields from damage can only make a ship completely invulnerable if you have a component with the armor ability that has more hit points than the enemy can deal damage in one shot.

Edit: Oops, just looked some stuff up and I was wrong about the leakiness of most of the armors. Seems like everything except standard and emissive armor actually does have the armor ability. Most of the armors max out at 50 hp each or less, and the highest emissive (20) is only available on ablative armor, which peaks at 30 structure, so most of it isn't a major problem. However, crystalline armor goes up to 70 structure, and emissive armor III has 15 emissive ability but lacks the armor ability, so the combination of these could completely block any normal weapon that does less than 85 damage per shot. This is enough to completely negate most normal weapons. Atrocities, you might want to consider eliminating crystalline armor IV and V.
Reply With Quote