quote:
Side effect:
Armor-skipping weapons will no longer skip organic armor totally
Organic armor will (probably) not work in a black hole system, or other shield-interfering area
Well, at least not at 100% capacity. They will still give the armor effect, you'll just lose the shield & regen abilities.
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What about the situation when a player (or AI) wants phased sheilds and organic armor? Won't the normal sheild generation of the armor make all of the ships sheilding normal?
Yes. For a human, its not too big a deal; they will use OA until the enemy PPBs appear, then switch to ablative/plasma armor or phased shields.
The AI could be royally screwed by this...
What do you think about giving the lower tech OAs normal, but the high-tech ones phased?
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I thought Organic Armor stored X hitpoint per turn (X being the regen amount). So during the first few rounds that the ships close on each other the armor is "storing" regen, so even if all of the armor is destroyed on the first salvo, at least some of the armor will grow back.
In my experience (V1.35), the armor just heals everything at the end of each turn. If all of it is destroyed, nothing comes back.
EDIT: OOps I really should be sure that I've got my path.txt set right before I start doing tests

Looks like the reduced OA ability works OK.
So... My main problem is that the 300 regen per turn I get from the OAs is good, but having the stored-up
3000 OA points before I get in weapons range is just plain stupid.
So the question is: how should I fix this? I can leave in the OA regen, but at reduced levels; which will eliminate the AI patch requirement.
But, I still want the moderate
hitpoint regen without having the insane storage effect.
[This message has been edited by suicide_junkie (edited 15 August 2001).]