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December 15th, 2002, 03:39 AM
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General
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Join Date: Apr 2001
Location: Cincinnati, Ohio, USA
Posts: 4,547
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How to make emissive armor useful again
OK, since I don't seem to have the energy to actually work on my own mod, I'll just sit around and throw out ideas to anyone who wants to incorporate them into their mod:
You know how emissive armor becomes useless because of weapon mounts, and that it can't be fixed by emissive armor mounts that increase the armor's emissive rating because mounts can't do that? Well, we can fix that! How? Well, just do what you did before you had mounts to mess with - make up more components! Take a look at this:
20 kT Emissive Armor, 30/40/50 HP, 10/20/30 emissive
80 kT Heavy Emissive Armor, 120/160/200 HP, 20/40/60 emissive
320 kT Ultra Emissive Armor, 480/640/800 HP, 30/60/90 emissive
Fiddle with the numbers however you want, of course, but the idea is simple - if you want lots of emissive ability to block those Heavy Mount weapons, you'll have to sacrifice a lot of space in your ship to get it!
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The Ed draws near! What dost thou deaux?
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December 15th, 2002, 04:47 AM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: How to make emissive armor useful again
Yes, this is another (messy) possible solution. But since mounts cause other balance problems as well the best approach would be to scale mounts back first. And make more tech levels for Emissive Armor with increasing ability.
You can make armor mounts that affect the total damage resistance of the armor, you know. Just use the family restriction. It makes pretty good sense to have the Emissive ability controlled by tech level (materials science) and the armor strength controlled by the ship size (engineering scale) anyway.
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December 15th, 2002, 05:49 AM
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Lieutenant Colonel
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Join Date: Jul 2001
Location: Orlando, FL
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Re: How to make emissive armor useful again
I think something modders would die for (and maybe have asked for) is a generic Ability X Val 1 Percent and Ability X Val 2 Percent lines for mounts. Then, we could upscale emissive armor and its emissive ability for larger ships (just an example, not necessarily a great idea).
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The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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December 15th, 2002, 07:38 AM
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Second Lieutenant
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Re: How to make emissive armor useful again
My vote is with Krsqk.
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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December 15th, 2002, 07:49 AM
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Lieutenant Colonel
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Join Date: Dec 2000
Location: DC Burbs USA
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Re: How to make emissive armor useful again
“How to make emissive armor useful again?”
Was it good at some time in the past?
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Think about it
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December 15th, 2002, 03:50 PM
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Major
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Join Date: Apr 2001
Location: Rosario, Argentina
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Re: How to make emissive armor useful again
Just like the "shield mount" works now, but a millon times more powerful, I like it.
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December 15th, 2002, 10:12 PM
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Lieutenant Colonel
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Location: Orlando, FL
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Re: How to make emissive armor useful again
"Was it good at some time in the past?"
Well, in the past of SE3, it was. 
__________________
The Unpronounceable Krsqk
"Well, sir, at the moment my left processor doesn't know what my right is doing." - Freefall
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December 18th, 2002, 03:26 AM
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National Security Advisor
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Re: How to make emissive armor useful again
This won't surprise anyone, but personally, I like the way Emissive and other armors work in Proportions 2.5.1.
One of the types is armor plate, which requires a mount that scales the component to the hull size. This component is not given the "always hit first" armor ability, but it is given a fairly high structure (based on tech/expenditure level) and it has a moderate level of emissive ability. Thus, it both blocks some hits with a "leaky" effect, and also absorbs some damage from every hit. Combined with the other armor types in Proportions (EA, armored structure, etc), and the fact that small ships remain useful in the late game in Proportions, I think it works out rather well.
PvK
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