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September 20th, 2002, 04:43 AM
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Shrapnel Fanatic
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Re: Things we\'d like to see in the next patch
Thanks SJ and DirectorTsaarx
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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September 21st, 2002, 05:14 AM
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Brigadier General
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Slick:
quote: The light armor had 50% more hitpoints than the light armor. (6000, vs 4000), but the heavy armor came in 8kt components instead of 1kt components. Thus, the heavy armor have 5 times more hitpoints per component.
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Can you explain this a little further? I did some test as I was working on my mod and found that components with a higher “Tonnage Structure” where more likely to be hit than ones with lower numbers. I think this is the same thing SJ was saying. My idea is:
a) The game computes the percent tonnage structure of each component in percent value based on the total tonnage structure of all non-armor components.
b) If the ship is hit than it randomly assigns the hit based on the percent value found in step a; i.e. if the tonnage structure of a single weapon is 30% of the total tonnage structure of all components than 30% of the time it will be hit first.
c) Each hit is assigned randomly unless the Last hit was not enough to destroy the component. Once the component is destroyed the process starts over with the next hit.
Note that it is based on the total “Tonnage Structure” and not the “Tonnage Space Taken.” Also if I wasn’t so dang tired right now I bet I could work up a formula to test this idea against. One Last thing; if anyone test this and finds it’s right (or just asks Aaron) than I want my idea made into: “The Shang Law” because I believe it applies “gameversally” (I just coined that one) to damage from any source. Man I need some sleep, goodnight all.
[ September 21, 2002, 04:17: Message edited by: President Elect Shang ]
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September 21st, 2002, 06:56 AM
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Lieutenant Colonel
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Re: Things we\'d like to see in the next patch
Geo:
Which determines hit probability: Tonnage structure or Damage structure. IIRC, they are identical for cargo/supply/fighter bays, but the armor has a much higher Damage structure than Tonnage structure (thus the advantage of using it  ). Maybe that is why your test data didn't cooberate that of SJ?
EDIT: mi keebord cant spel!
[ September 21, 2002, 06:00: Message edited by: dumbluck ]
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September 21st, 2002, 07:12 AM
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Shrapnel Fanatic
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Re: Things we\'d like to see in the next patch
geoschmo: Bigger internals, smaller armors get hit first.
Compare the Plasma projection armor and the Standard armor in P&N.
Slick:
For example:
Light armor - 1 kt, 12 hp = 12hp/kt
Heavy armor - 8 kt, 64 hp =8 hp/kt
Shang:
B) cannot be quite right, since the light armor had a greater % of the hitpoints of the ship, and it still let more damage hit the internal components.
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September 21st, 2002, 10:58 AM
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Brigadier General
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Suicide Junkie:
geoschmo: Bigger internals, smaller armors get hit first.
Compare the Plasma projection armor and the Standard armor in P&N.
Slick:
For example:
Light armor - 1 kt, 12 hp = 12hp/kt
Heavy armor - 8 kt, 64 hp =8 hp/kt
Shang:
B) cannot be quite right, since the light armor had a greater % of the hitpoints of the ship, and it still let more damage hit the internal components.
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Refer back the post in part A. I said it was for Non-Armor. I didn't test armor since it will always get hit first and I wasn't concerned with the order in which it was. It sure does not sound like the same process goes on for armor. Umm?
SJ you always get in such a rush when you read. Take your time. 
[ September 21, 2002, 10:02: Message edited by: President Elect Shang ]
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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September 23rd, 2002, 03:28 PM
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Second Lieutenant
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Re: Things we\'d like to see in the next patch
How about an ability to allow a facility to increase the max population of a planet?
(It's probably too much to make a component that can act as a 'planet' and have facility#/population# abilities so you can put it on a base hull and build space colonies and such.)
[ September 23, 2002, 14:28: Message edited by: Sinapus ]
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...can you and your associates arrange that for me, Mr. Morden?
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September 23rd, 2002, 03:40 PM
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Corporal
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Re: Things we\'d like to see in the next patch
Unless population bonuses are changed (10% for an extra 1 billion?) then I really don't see the point in allowing extra population through a facility. If you just want the population without the production bonus, you can "harvest" excess population from the planet with a cargo ship.
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