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September 5th, 2002, 11:14 PM
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Lieutenant Colonel
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Join Date: Dec 2001
Location: Scottsdale AZ
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Re: Emmisive Armor for Dummies, please...
Arkon,
Not only would the control componants go first, but also the ecm, sensors, engines and supply storage.
DEATH...
So first you can hardly move, then your easier to hit, then your punches start missing, and then your life blood leaks out,  ...pls excuse the drama... all before your weapons are gone.
Hmmm, too bad there isn't a "Fire until all fuel is gone" check box on the strategy menu. Maybe 50% damage would be enough.
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Arkon, Is your footer a quote from Capn Kirk?
[ September 05, 2002, 22:16: Message edited by: Wardad ]
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September 5th, 2002, 11:55 PM
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Sergeant
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Join Date: Apr 2001
Location: Minneapolis, MN, USA
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Re: Emmisive Armor for Dummies, please...
Quote:
Originally posted by Arkcon:
Don't know if it works like that, but if it does, does it really help? Think about it, losing control components prevents the ship from moving fast, but you're probably at point blank range by that time anyway. Likewise for sensors.
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If your enemy is using the Talisman, you are not at point blank range and their orders are probably Max Range. They probably have no Cultural Combat bonus or Racial bonus if they are a Relgious race. They might even cheat at doing proper Ship and Fleet training if they think they have you out fire powered at long range. Max range with a destroyed Talisman is a bad place to be. Admittedly, you have to kill the Engines and other Small stuff first, but a Talisman Dreadnaught probably has a Master computer or (1 bridge, 3 crew, 3 life sup), 4 Engines, 1 Solar Sail, 1 ECM III and point defenses as the only things smaller than the Talisman. Armor IIIs would be skipped as we are assuming to use Null Space or Shard Cannons. Probably no fuel storage as they have a few Quantum reactor ships in their fleet. They figure they will win or lose the battle long before they run out of fuel on that ship. Maybe one or two supply tops, just because they have so few engines to store supply. Shield Generators are 40 kt, so you would hit them before Talisman (50 kt). If you are using a Null Space, you want 50KT so every hit has a chance to hit a Talisman. If using a Shard Cannon you want at least a Large mount to get over 50K damage so you have a chance to hit the Talisman with each shot, but you want to stay below the damage of their mounted weapons.
If you use this targeting Fastest Ship with no Multi-tracking, you will keep shooting the same ship for that round. Next time you fire, you will switch targets, which is good if you actually made it as far as the Talisman, bad if you just fell short. Shooting until 30% damaged might work better. You would have to tune the damage % to their design.
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September 6th, 2002, 04:40 AM
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Corporal
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Re: Emmisive Armor for Dummies, please...
Further testing revealed that I was not entirely correct. I have a new theory, but need to test more.
In case you were wondering what I used to disprove my previous thought, it was a base ship with a Master Computer III, one piece of Armor I and 147 pieces of Armor III. A single hit from an DUCIII failed to kill the single piece of Armor I as I had said.
Back to the testing board.
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September 6th, 2002, 12:47 PM
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Private
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Re: Emmisive Armor for Dummies, please...
I think, the Emissive armor should be good against fighters. Unfortunately, the stacking fighter weapon effect renders this armor useless. I thought that the second gold patch will fix it, but as my tests indicate, the fighers still summarize their damage.
I think, this is the main problem with emissive armor.
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September 6th, 2002, 06:23 PM
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First Lieutenant
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Location: Edmonton, Alberta, Canada
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Re: Emmisive Armor for Dummies, please...
If fighter damage did not stack, they would be even more useless than they already are! Unless fighters were beefed up somehow (some mods do this a bit), I personally think the stacking rules should remain in place.
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September 6th, 2002, 07:23 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Emmisive Armor for Dummies, please...
I am sorry to tell you, but the largest internals are hit MORE often than the small ones.
Even if the damage taken is enough to destroy two or three lifesupport components, the damage will be more likely to hit a CSM or some other large component, and NOT destroy anything at all that round.
The B5 mod has almost all of its defense based on the fact that larger internals get hit more often, even if the damage is not enough to destroy the larger component
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September 6th, 2002, 09:26 PM
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Major
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Location: Western Canada
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Re: Emmisive Armor for Dummies, please...
Quote:
Originally posted by Zanthis:
Further testing revealed that I was not entirely correct. I have a new theory, but need to test more.
In case you were wondering what I used to disprove my previous thought, it was a base ship with a Master Computer III, one piece of Armor I and 147 pieces of Armor III. A single hit from an DUCIII failed to kill the single piece of Armor I as I had said.
Back to the testing board.
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But I did like the way you presented it... It was very clear, even if your testing should require amending it.
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