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Old July 18th, 2001, 10:41 PM
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Krsqk Krsqk is offline
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Default Re: Basic Tech Mod Info

SJ,
quote:
That stuff can't be anything like my original Ablative armor!
Since you have fractional S/T ratios, the armor is not 1kT in size. And the 5 S/T ratio is pretty low.


Ablative TL 1 armor is 4kt; TL 2 is 3 kt; TL 3 is 2kt. I did this to make the tech "grid" possible. Here are the S/T ranges for each level:

A.A. I (1): 15/4 (3.75); A.A. V (1): 23/4 (5.75)
A.A. I (2): 12/3 (4.0) ; A.A. V (2): 22/3 (7.33)
A.A. I (3): 9/2 (4.5) ; A.A. V (3): 19/2 (9.5)

Stealth armor is 30kt and goes from 2.67 to 5.33 max; Reflective armor is 50kt and goes from 2.4 to 4.0 max. Reflective may need to be reduced to 40kt to make it more competitive with Stealth Armor. Ablative beats these types out at all levels, though.

***Note: I just checked Std. Armor. Armor I is 50/10 (5.0) and goes up to 120/10 (12.0) for Armor XV, so I need to drop Armor a little (or increase size to 15kt) and up Ablative.

quote:
There were two things the made the armor what it was:
1) 1kT size. Thus, if you get hurt, you're out of the war for a long time.
2) very high HP/kT (8-15). This way, it provides competitive protection (compared to shields).


1) I tried to preserve this aspect; I think that it will provide an alternative to Std. Armor, once I balance that.
2) There are no shields, so I felt justified in modifying the concept a little. I agree that the very high S/T ratio is necessary when shields are allowed. BTW, I started with the values in Devnullmod and didn't look at the P&N comps.txt file; that may change what I see as reasonable/necessary.

ZA,
quote:

Shouldn't laser weapons be long range, I thought that was the whole point of lasers, they never lose power because they are just light? I think lasers should be very long range low power.


I see your point. I took the fading laser idea from another post in the previous thread, but on second thought, I'll probably follow your line of thinking. Light does fade out over time (at least theoretically); but probably not over the comparatively small space of combat.

Hope that answers your questions. Now some more questions for you all.

What do you think about 1) engine disabling warheads/missiles, 2) weapon reload increase/disruption (i.e., EMP weapons), 3) monoliths, and 4) damage-reducing components? I think 4) was mentioned in the previous thread, but I don't remember the rationale or the response it got. Also, what about short range, low damage, high reload AP weapons? Would players load up on those? Or is it feasible to have a seeker with Skips Armor, so PD has a chance to kill it? We already have multiple-explosive projectiles, multi-layer reactive armor, etc.; something similar might be possible with a missile payload.

That's it for now. Gettin' crackin' on it!

------------------
"The Unpronounceable" Krsqk
Basic Tech Mod

[This message has been edited by Krsqk (edited 23 July 2001).]
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