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Old August 21st, 2001, 11:19 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Organic armor fix

Well, I have not been accounting for the current illogical behavior of the armor regeneration ability. I am of the opinion that it's going to be fixed sooner or later. So, I presume that eventually it will only regenerate AFTER it is damaged.

Now if only the 'armor piercing' weapon concept were implemented properly. Any weapon that penetrates armor has to do SOME damage to the armor. It should not "ignore" armor unless it's some exotic like the Null-space cannon -- which ignores both shields and armor. The Shard Cannon or any other amor 'piercing' weapon ought to do a certain percentage of it's damage to armor and then the rest internally.

I like the 'internal armor' that P&N and several other mods have. But I'm a bit puzzled at the "BTG" internal reinforcement having ZERO size. Sure, it ought to be small, but at zero size you can cram as much as you are willing to pay for into a ship. This is open to abuse. You could cram thousands of 'hit points' into an escort and make an incredible ramming weapon out of it, for example. I've got "Hardened Bulkheads" in my own techs. 1kt size and 5/7/10kt damage resistance. So, you can pack 10 into the components of even a small ship and increase its damage resistance dramatically. But, it does cost something of your internal space to add them. So, you have to give up something else.

The real way this ought to be done, of course, is to have a "structure" attribute to the hull. MM needs to be more shameless in lifting ideas from MOO. If we could set parameters on each hull type for 'basic' structure, and then have the option to reinforce it in the ship construction screen, the components list wouldn't have to be turned into a spam-fest in order to simulate a hull attribute.

[This message has been edited by Baron Munchausen (edited 21 August 2001).]
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