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  #1  
Old March 12th, 2002, 10:22 AM
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Default 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.
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  #2  
Old March 12th, 2002, 12:43 PM

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Default 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
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  #3  
Old March 12th, 2002, 07:44 PM
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Default 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!
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Old March 12th, 2002, 08:07 PM
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Default 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 ]

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  #5  
Old March 12th, 2002, 08:53 PM
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Default 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 ]

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Old March 12th, 2002, 09:29 PM

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Default Re: Organic Armor - Whats the deal?

Bad news, emissive armor is still takes all damage or nothing.
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  #7  
Old March 12th, 2002, 09:41 PM
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Default 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.
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