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Old September 21st, 2002, 06:56 AM

dumbluck dumbluck is offline
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Default 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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Old September 21st, 2002, 07:12 AM
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Suicide Junkie Suicide Junkie is offline
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Default 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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Old September 21st, 2002, 10:58 AM
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Default 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.
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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  #4  
Old September 23rd, 2002, 03:28 PM

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Default 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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Old September 23rd, 2002, 03:40 PM
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Default 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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Old September 23rd, 2002, 05:10 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
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.
That WAS non-armor (internals).

The components were called armor, since that was their main function, but they did not have the armor ability.

This "armor" was designed to be leaky, so some shots will get through, and damage the critical components.
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Old September 23rd, 2002, 05:22 PM
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Default 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.
Right, and that's what I meant to say. I remeber you saying the smaller armor goes first. But what I saw in my tests was an almost randomly even distribution of armor damage between armor I's and Armor III's. No advantage to either. Or when you say smaller for armor do you actually mean tonnage? Are armor components destroyed by size while internals are destroyed by structure?

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