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September 2nd, 2003, 09:05 PM
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does a component need a size greater then 0 to be hit?
does a component need a size greater then 0 to be hit?
just need a yes or no answer. i already know that it picks the component to be hit based on damage resistance, but does it need to have a >0 size to be on the list?
[ September 03, 2003, 00:50: Message edited by: narf poit chez BOOM ]
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September 2nd, 2003, 10:10 PM
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Re: does a component need a size greater then 0 to be hit?
Quote:
Originally posted by narf poit chez BOOM:
does a component need a size greater then 0 to be hit?
just need a yes or no answer. i already know that it picks the component to be hit based on damage resistance, but does it need to have a >0 size to be on the list?
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No, as long as it has at least 1kT of structure it will be good.
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September 2nd, 2003, 10:20 PM
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Re: does a component need a size greater then 0 to be hit?
so, if it's 0 it won't get hit?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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September 2nd, 2003, 11:37 PM
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Re: does a component need a size greater then 0 to be hit?
Why is the subject labelled "(OT)"??? This is definitely on-topic.
The point is that there are two different values: size, and structure. There is also what some might call a "logic error" in that structure, not size, determines not only a component's resistance to damage, but also it's chance to be hit. If structure is zero, it'll never be hit, and the unit will be indestructible. Size has no effect at all except during design.
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September 3rd, 2003, 01:52 AM
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Re: does a component need a size greater then 0 to be hit?
lol. i guess i got so used to creating off-topics...
so, if i give something a size of zero it'll: still be hit.
and i thought of this: if it's at zero health and the answer to the above is no, will the ship still be destroyed, or does that create an invulnerable ship?
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
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September 3rd, 2003, 02:03 AM
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Re: does a component need a size greater then 0 to be hit?
Size is never used in any hit chances or damage calculations. Only structure is.
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September 3rd, 2003, 02:11 AM
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Re: does a component need a size greater then 0 to be hit?
Also;
Internals with higher hitpoints are more likely to be hit than a random choice by hitpoints...
IE: one 100kt component and ten 10 kt components on the same ship. The 100kt component has a slightly better than 50% chance of getting hit by the first shot.
For Armor, pieces with fewer hitpoints have a relatively greater chance to be hit.
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September 3rd, 2003, 02:54 AM
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Re: does a component need a size greater then 0 to be hit?
In the Star Trek Mod, Structural Integrity Fields have 0kt structure, but they also have the "hit before other components" attribute. They therefore do take damage.
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September 3rd, 2003, 03:04 AM
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Re: does a component need a size greater then 0 to be hit?
ok, thanks. guess it was a little more than a yes or no question.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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September 3rd, 2003, 03:10 AM
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Re: does a component need a size greater then 0 to be hit?
Quote:
Originally posted by General Woundwort:
In the Star Trek Mod, Structural Integrity Fields have 0kt structure, but they also have the "hit before other components" attribute. They therefore do take damage.
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For clarification, that is not the reason they take damage, it's the fact that have a certain amount of kT structure. Even if they had the armor ability, a 0kT structure would still make the component invulnerable.
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