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  #1  
Old December 12th, 2006, 06:12 PM
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Default Modding Challenge-Part 3

Shields, Armor, and Defences to Simulate Directional Protection

Your theoretical target ship has protection similar to shields that obscure, deflect and absorb damage from two directions (left and right). The front and rear are open and only protected by armor, the aft aspect open area is smaller than the frontal aspect open area. The top and bottoms of the target ship are protected by an inpenetrable band of shielding by any weapon.

Theorize, discuss, mingle...
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  #2  
Old December 12th, 2006, 07:26 PM
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Default Re: Modding Challenge-Part 3

You can make armor directional by making it leaky (ie: remove the "armor" ability).
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Old December 12th, 2006, 08:14 PM
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Default Re: Modding Challenge-Part 3

Preventing armor from being placed in armor slots is sufficient to remove the armor effect. In GGmod, I left the armor ability on, and changed all slots to be outer hull.

I got directional armor.

There are only four directions for damage to come from, unfortunately, so all four are the same size (90 degrees wide).

You can make your slot layouts very short and wide, however. This will make armoring/shielding the front and rear extremely difficult, and armoring the sides very easy.
- Consider the case of a ship 15 slots wide by 3 slots tall.
Said ship will take 3 armor components to cover each side, but will take 15 components to cover the front and another 15 to cover the back, leaving very little space for internals.
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Old December 12th, 2006, 08:49 PM

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Default Re: Modding Challenge-Part 3

Armor ability not in an armor slot = non functional, as far as I can tell.
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Old December 12th, 2006, 10:52 PM
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Default Re: Modding Challenge-Part 3

How is armor ability as a component without the slots any different than a non armor component with just alot of structure. Unless that armor ability allows it to get hit first before any other outer component ?!?!

As for my modding challenge...this had more to do with shields than armor...I guess no one has any good brainstorms on it...unless we are suggesting using armor like shields...?

I'm looking for ways to make the SEV system emulate the fictional effect I want...
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Old December 13th, 2006, 01:34 AM
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Default Re: Modding Challenge-Part 3

Armor ability does nothing if the comp is not in an armor slot.

There is no way to make shield points directional.
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Old December 13th, 2006, 02:25 AM
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Default Re: Modding Challenge-Part 3

You think that maybe getting creative with the damage and pentration percentages, and layers of different types of shields and/or armor might be able to replicate the effect I'm going for...

It would be nice if there was an ability/formula/whatever that allows a percentage chance that a component would work in any given circumstance...Like when a shield may get hit in combat. As it stands now, if you have a shield, it will absorb damage...its just a matter of what percentage of the damage.
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Old December 13th, 2006, 09:59 AM
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Default Re: Modding Challenge-Part 3

Try using SGFD for the leaky shields, rather than the penetration amount.

On a hit-by-hit basis, it is fairly random.
And you can influence it by your weapon mix and firing patterns, making it even more chaotic and unpredictable except in the most general terms of statistical likelihood of events over hundreds to thousands of hits.
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Old December 14th, 2006, 05:09 AM
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Default Re: Modding Challenge-Part 3

Quote:
Suicide Junkie said:
Try using SGFD for the leaky shields, rather than the penetration amount.

SGFD = Shield Generation from Damage
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