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  #1  
Old December 15th, 2001, 08:22 PM

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Default Re: Ramming/Kamakazi tactics

Well, the problem I had with ramming is the warheads never did anything, i.e. the ship without the warhead did as much damage ramming as the ship WITH the warhead.

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Old December 15th, 2001, 09:15 PM
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Default Re: Ramming/Kamakazi tactics

In my experience the cobalt warheads work. If you put several Typ III on a ship you can do quite a lot of damage! But I always lost the attacking ship even if its destruction potential (of the cobalt warheads) was greater than the target. And the cost of the cobalt warheads is too high. I reduced it to 100 minerals and 200-400 radioactives for level I-III.
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Old December 15th, 2001, 09:31 PM
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Default Re: Ramming/Kamakazi tactics

Here's a quick Q: Do destroyed components on the ramming ship count for ramming damage?
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Old December 16th, 2001, 08:50 AM
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Default Re: Ramming/Kamakazi tactics

quote:
Originally posted by Taqwus:
Here's a quick Q: Do destroyed components on the ramming ship count for ramming damage?


According to my observation (Version 1.49): No.
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Old December 16th, 2001, 08:56 PM
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Default Re: Ramming/Kamakazi tactics

Odd, that. Perhaps they should -- well, at a reduced rate (70%? 50%?); armor may be mangled, and weapons non-functional, but a fair bit of the mass might actually remain. Ramming as a Last "Oh heck, we're going to die anyway" move might be a bit more meaningful then. Close-in space combat might be made a bit nastier, then...
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Old December 16th, 2001, 09:48 PM
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Default Re: Ramming/Kamakazi tactics

I had the impression that the ramming damage done was based on hull size, and the components (other than warheads) only affected how much damage the ship could take, not how much it caused.

[ 16 December 2001: Message edited by: capnq ]

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Old December 16th, 2001, 10:31 PM
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Default Re: Ramming/Kamakazi tactics

quote:
Odd, that. Perhaps they should -- well, at a reduced rate (70%? 50%?); armor may be mangled, and weapons non-functional, but a fair bit of the mass might actually remain. Ramming as a Last "Oh heck, we're going to die anyway" move might be a bit more meaningful then. Close-in space combat might be made a bit nastier, then...
I'd reccommend adding the warhead weapon to engines then.
You need movement to ram anyways, and the faster you're going, the harder you will hit!

quote:
I had the impression that the ramming damage done was based on hull size, and the components (other than warheads) only affected how much damage the ship could take, not how much it caused
Hitpoints remaining * settings.txt modifier + warhead Ratings.
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