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Old October 7th, 2006, 08:48 AM

Barnacle Bill Barnacle Bill is offline
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Default Re: Proposed Damage System Overhaul

Quote:
Matryx said:
The reason for the % absorbtion / resistance was mainly because quite a lot of things are energy based weapons - without the % you lose the ability to simulate that.
I don't really see energy weapons of different strength as getting reduced by the same percentage by the same defense strength. I still see it as a more powerful weapon loosing a lower percentage of its strength that a less powerful weapon. I think the difference between different weapon types can be modelled by playing around with the damage & penetration values, plus the damage/resistance types that you propose.

Quote:
Matryx said:
- you can't accurately represent that alone because armour doesn't just "fall off" when it gets hit by a slug.
I wouldn't treat it that way. Failure to penetrate would result in no damage to the shield/armor - the hit was deflected. Successful penetration of a shield would result in the hit with its new lower penetration (original P - shield R) being applied against the armor R. Again P <= R means no effect. If the shot penetrates the armor then the amount of damage applied to the ship is the base damage of the weapon times (P-R)/P, with R being the combined R of shields & armor and P being the base penetration of the weapon. Neglecting the possibility of "leaky" defenses, that amount of damage would be applied to the "Tonnage Structure" of the armor. Let's say that the armor is 50% damaged - next hit it has 50% of its base R. When the armor is gone, then damage gets allocated to internal systems - including shield generators. The shields stay at full R until/unless the generator gets hit.

For an enhancement, armor could "leak" proportional to the percentage of damage it has absorbed. If the armor is at 90%, not only is its R reduced by 10% for the next shot but a damage point inflicted by the next shot has a 10% chance to get allocated to internal systems even though the armor isn't completely destroyed. This would basically model the increased possibility that the hit occurs on a previously damaged spot on the armor as the armor gets shot up.
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