|
|
|
 |

March 12th, 2002, 10:22 AM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: Organic Armor - Whats the deal?
quote: Originally posted by Taera:
TIP - try using this armor at ramming ships, it works great. Take a BC, load it with engines, solar sail and organic armor. Ram. Ram again. Ram again. And so endless times.
The ship will never be completely destroyed, AFAIK.
That is the very best Ram Ship design I can think of for the first time, until the armor skipping weapons are developed (Null-Space) they are almost indestructable.
|

March 12th, 2002, 12:43 PM
|
Lieutenant Colonel
|
|
Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
|
|
Re: Organic Armor - Whats the deal?
quote: Originally posted by PvK:
There's a really detailed thread on organic and crystal armor - try a search.
I'll just say that in Gold, organic armor seems to work quite well.
PvK
here it is:
Armor, Shields, and Damage FAQ
and:
A, S, & D correction
|

March 12th, 2002, 07:44 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic Armor - Whats the deal?
Regarding organic rammers: can you say "juggernaut?" Which is why ramming should be changed to take ship size into account. One answer to massive organic rammers should be hordes of small ships like escorts or fighters that are very difficult to ram. It would be very simple for MM to put this in, and make it modable, too. Just give ramming a "to hit" probability like everything else, based upon the relative sizes of the rammer and rammee. So BCs would usually succeed at ramming other BCs, but would have a hard time ramming an escort. The "to hit" parameter could be modable. A person who thinks all ramming is unrealistic could set it low, while another person who thinks ramming should stay as it is now could simply set this parameter to max. So everyone's happy!
__________________
Give me a scenario editor, or give me death! Pretty please???
|

March 12th, 2002, 08:07 PM
|
 |
Sergeant
|
|
Join Date: Apr 2001
Location: Minneapolis, MN, USA
Posts: 222
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic Armor - Whats the deal?
Organic Armor is still worthwhile even in quantities of 1 because it takes no metal to build. Organic races build ships faster because they can balance production between Organic and Metal. Other races are limited on Shipyard Metal capacity as the other stuff really does not matter. Organic races can build two or three weapon platforms at a 2000 limit planet whereas other players can build only one unless they go with really cheap weapons (no missles). Likewise Organic players with Shipyard 1 can build a Frigate with armor and weapons easily in one turn.
In my opinion, Organic races are favored because the their ability to balance production loads away from Metal. Every other race is limited primarily by Metal, even Crystalline.
(Metal is Minerals above)
[ 12 March 2002: Message edited by: LGM ]
|

March 12th, 2002, 08:53 PM
|
 |
First Lieutenant
|
|
Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
Posts: 738
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic Armor - Whats the deal?
Alright,
so having now read every single post in those links, here are my questions...
1) Was emissive armor ever changed? Is the Gold edition emissive armor useful? Can damage still be piggybacked? (if so, then it isn't even useful for modding. if piggybacking has been removed, then yeah, it's atleast moddable)
2) Is there still the problem of pseudo repair of Organic Armor? (pseudo repair = repaired outside of combat, and as a result the OA loses ability to repair damage in combat)
Thx
jimbob
[ 12 March 2002: Message edited by: jimbob ]
__________________
Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
|

March 12th, 2002, 09:29 PM
|
Sergeant
|
|
Join Date: Jan 2001
Location: Finland
Posts: 214
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Organic Armor - Whats the deal?
Bad news, emissive armor is still takes all damage or nothing.
|

March 12th, 2002, 09:41 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Organic Armor - Whats the deal?
1) What do you mean by piggybacking?
I currently simulate real Emissive by using a one-per-ship component with the crystalline ability.
2) I've never heard of that problem, but OA has been improved in the latest patch, such that only the loss of all OA components on the entire ship prevents regeneration.
__________________
Things you want:
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|