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Old February 6th, 2001, 09:08 PM
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Default Re: Armor, Shields and Damage (FAQ)

Zanthis - great work!

This is one screwey damage modelling system!

I think the best fix is to allow partial component damage. If it's data storage of management concerns that prevent this - it even only needs to be tracked during combat - let's justr say that all partial damage is automatically repaired (by damage control teams) after combat (that's how I thought it already worked!), so only destroyed components would need to be repaired at space yards, etc.

If the partial damage is only tracked in combat, the data management and storage is minimal and much of the screwiness is fixed.

It sounds like OA needs some tweaking also - I'd prefer if it didn't store up points while undamaged, but if there was partial damage tracking, that should be healed. If removing the built-up repair storage made OA a bit wimpy, maybe then its repair rate could be increased.

For Crystalline, it seems like the absorption should be on a per-armor-component basis. In other words, on a ship with 4 CA's, it you hit with a single weapon for 60 points of damage, that damage would be applied to a single piece of armor, and only THAT piece's absorption would kick in, so only 15 back to shields, not 60. A separate hit on that or another CA piece would also have 15 points absorbed. (Again, this might need to be rebalanced fr more absorption if this made it too wimpy)

Lastly, multiple fighter weapons or grouped weapons, should still count as individual attacks for the above purposes. As it stands now, emissive armor is totally worthless.
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