quote:
If there were a total damage per-turn limit possible you could set the damage resistance of emissive armor higher without making ships totally invulnerable. Then emissive armor could be a really useful defense against the PPB.
quote:
I was curious. In SE3 the PPB's had an Achilles heel. Emmisive Armor could totally negate PPB's and APB's (except at point blank range). This would be hard to duplicate is SE4 because of weapon mounts.
In SE3, Emissive armor negated the first X points of damage per hit, and if the first piece of armor was destroyed, the next one negated another X points of damage.
A stack of EA 5's in SE3 would have the following effect:
1 DMG: no damage, 1 pt ignored
2 DMG: no damage, 2 pts ignored
3 DMG: no damage, 3 pts ignored
4 DMG: 1 Armor Destroyed
5 DMG: 1 Armor destroyed, 4 pts ignored
7 DMG: 1 Armor destroyed, 6 pts ignored
8 DMG: 2 Armor destroyed, 6 pts ignored.
Those were the days...
It was like Crystalline armor, but didn't require shields, and only the components that were damaged stacked their bonuses.
For a "damage-per-turn limit" use organic armor with unlimited regen. It will "emiss" all the damage done to it (rounded down to the nearest segment) unless you destroy all of it. You'd need to limit the amount on a ship while still having more than one component, but it could work.
The "holes in the armor" effect was pretty cool too. There was a chance that weapons fire could go through a hole left by a destroyed armor segment, and hit internals.