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Old January 12th, 2002, 07:28 PM
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Default Re: emissive armor possible fix

The problem is that, with an emissive of 100 points, a 100 damage bLast does nothing, but a 110 point bLast does 110 damage.

An interesting Version of emissive would be: "negates half of a weapon's damage, up to a maximum of 100 points negated"
Where you could set the % in value1, and the maximum capacity in value2.
Tons of flexibility for modders, and you'd get SE3 normal EA by using 100% in value1.

I also recall having a problem in v1.35, where if a ship had many emissive armor components, it lost its emissive after the first EA component was destroyed, even though the backups were still intact.

In my mod, I'll just have to simulate emissive with a crystalline effect. (one per ship)
That way, you can stop the first x points of damage, even though you don't get credit for that until the next hit, and shield sappers can drain of your emissive power.
It really is too bad that this simulation requires one-per-ship, and dosen't require the damage to hit the armor piece with the ability.
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