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  #1  
Old February 5th, 2001, 10:33 PM

WhiteHojo WhiteHojo is offline
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Default Re: Armor, Shields and Damage (FAQ)

Nicely done!!!

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  #2  
Old February 5th, 2001, 10:41 PM
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Puke Puke is offline
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Default Re: Armor, Shields and Damage (FAQ)

if every web site has not picked up a copy of this and posted it, they should. "This rocks.. no, YOU Rock!" (sorry, gratuitious movie reference.)

anyway, Z, this FAQ kicks major but, and we all appreciate you taking the time to figure it out and post it. by WE, i mean my whole PBEM group who i was generous enough to send this to instead of just abusing them with it.
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Old February 5th, 2001, 10:48 PM

Zanthis Zanthis is offline
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Default Re: Armor, Shields and Damage (FAQ)

Well, a lot of this could be fixed by having components take partial damage. Then you could eliminate the extra damage system and things would work like you'd expect.

However, that requires every component track damage it has taken, which might be annoying to program. So, you could stop adding extra damage to each weapon's damage. Instead, add the weapon's damage (after shields) to the extra damage and use that to destroy components. Reordering how things are done in this way would go a long way toward helping things out.

In fact, the only thing that would not fix is organic armor, using armor-skipping weapons to sneak normal damage past armor, and having phased and non-phased shields at the same time.
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Old February 5th, 2001, 10:48 PM

Crab Legs Crab Legs is offline
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Default Re: Armor, Shields and Damage (FAQ)

<drool>

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  #5  
Old February 5th, 2001, 11:44 PM

Zanthis Zanthis is offline
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Default Re: Armor, Shields and Damage (FAQ)

5. And how do fighters fit into all this?
First off, a lone fighter works exactly the same as a ship...almost. You cannot fire only one of multiple identical weapons. All DUC-III's on a single fighter fire at once or not at all. In fact, you must unhighlight all of them or they all fire.

Further, all identical items are combined into a single super-weapon. DUC-III normally do 15 damage each. Mount four on a fighter and you almost have one weapon doing 60 damage. I say almost, because there is a separate roll to hit for each weapon. So if you have only a 50% to hit, your quad-DUC3's will normally behave like a single weapon dealing 30 damage, although it could do either 0 (all four miss) or up to 60.

Incidentally, DUC-III and DUC-II count as different weapons and do not combine in the above described manner. Also, this combining effect is not bad, and can be good. That means you normally don't want to mix weapons on your fighters.

Once you start grouping them, things get more confusing. Like lone fighters, all weapons of the same type combine, but across the entire group. To avoid firing your DUC3's in a squad of fighters, you must unhighlight all of them. Leave even one highlighted and ever fighter will fire their DUC3's.

It should not be surprising that this means larger fighter Groups rip up crystalline armor easier, not to mention help you bypass emmisive armor. Of course, larger Groups are easier to kill due to damage streaming.

If it weren't for how crystalline armor currently works, I'd say the combining effect of fighters is unimportant. It doesn't really effect how things play out. But with CA the way it stands, you might want to consider using larger Groups when dealing with ships protected by lots of CA.
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  #6  
Old February 5th, 2001, 11:45 PM

Tomgs Tomgs is offline
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Default Re: Armor, Shields and Damage (FAQ)

You did mention about attacking a normal shield ship with phased weapons and normal weapons. But it seems stranger than what you stated. The phased damage will be transfered to the shields by the first hit of a non phased weapon. The destroyed components inside will not be restored but the damage points from inside will be transfered to the shield. It seems that more damage points than just the "leftover" damage is transfered. It actually looks like the damage to the ship is "healed" and this damage transfered to the shields. However this healing is only cosmetic and will not restore destroyed components.

Also another questain about organic armor. You state that destroyed armor does not regenerate but what about when you have 10 pieces of armor and 3 are destroyed. It seems then that the 3 pieces do contribute to the regeneration but I could have been decieved by the effect of storage of regeneration that I did not know before.

[This message has been edited by Tomgs (edited 05 February 2001).]

[This message has been edited by Tomgs (edited 05 February 2001).]
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  #7  
Old February 6th, 2001, 12:24 AM

Zanthis Zanthis is offline
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Default Re: Armor, Shields and Damage (FAQ)

Tomgs wrote:
quote:
You did mention about attacking a normal shield ship with phased weapons and normal weapons. But it seems stranger than what you stated. The phased damage will be transfered to the shields by the first hit of a non phased weapon. The destroyed components inside will not be restored but the damage points from inside will be transfered to the shield. It seems that more damage points than just the "leftover" damage is transfered. It actually looks like the damage to the ship is "healed" and this damage transfered to the shields. However this healing is only cosmetic and will not restore destroyed components.

The damage listed when you right-click on a ship, and it says 120/1150 or whatever, is a total of two values: The first is the damage resistance of all destroyed components. I have *never* seen it fall below that value (I've figured it out by hand many times). The second is the extra damage on the ship. This is the value that can frequently be reduced via strange shield interactions. So, if you see 120/1150 and you're using organic armor, all 120 is likely to be extra damage, and subject to loss against shields. If you only have Armor III, it probably means 3 Armor III components have been destroyed, and no amount of funky shield stuff is gonna get the damage "undone."
quote:
Also another questain about organic armor. You state that destroyed armor does not regenerate but what about when you have 10 pieces of armor and 3 are destroyed. It seems then that the 3 pieces do contribute to the regeneration but I could have been decieved by the effect of storage of regeneration that I did not know before.

If you have 10 pieces and 3 are destroyed, 7 are still helping you regenerate. If they are OA-III, they are building up 210 points per turn. So, if you lose 3 OA in one shot, and next turn all 3 are fine, you're using up stockpiled regeneration. If only one or two are repaired, you've run out of extra regeneration. However, as long as you have at least five, you will get one OA repaired every turn. If you got reduced to only one OA-III, it would take five turns to repair one OA.

The easiest way to see that damaged components don't contribute is when all of your OA is destroyed. Do it enough times and eventually it just won't come back.
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