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  #1  
Old October 14th, 2002, 08:37 PM
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Default Re: Problems with "New" Organig Armour.

Cheap Armor is not much of an advantage. The cost of the basics (bridge, life support, crew quarters, and engines) are just too high.
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Old October 14th, 2002, 09:59 PM
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Default Re: Problems with "New" Organig Armour.

Pardon me for being slow, but what exactly is the change in OA?

Previously it worked by building a regen pool from the regen rates of all existing OA comps (originally until they were first destroyed but later fixed to continue adding regen points after being restored) that was then depleted for in-combat repair of OA comps while still being added to by all existing OA.

That was how it used to be. Now it sounds as if you're saying that the regen pool has been scrapped and damaged OA is only regenerated from the regen points of the remaining OA's. that would mean that a ship with 5 OA III's that has taken enough damage to destroy 4 would then take 5 turns to regenerate 1 OA comp, etc. (but with the capacity to repair all OA at the end of combat so long as one survives).

That is a huge shift!

And what is all this talk of regenerating partial damage? Currently there is no partial damage, any damage that doesn't destroy a component gets handed to the next shot as a bonus to damage (with rare exceptions). Is that sopposed to be changing too?

If not then OA is hosed even more, as smaller weapons can whittle away at OA without engaging the regen.

Is this depiction of the proposed changes accurate? If not then how?
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Old October 14th, 2002, 10:16 PM
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Default Re: Problems with "New" Organig Armour.

Sounds like you about have it there. Except what do you mean by smaller weapons whittleing away without engaging the regen? As soon as a piece of OA is destroyed the other organic armor components will begin to repair it. It will no longer be "repaired" before it is destroyed, but it will repair as soon as it is destroyed (Assuming you have other functional OA components left)

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Old October 14th, 2002, 11:23 PM
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Default Re: Problems with "New" Organig Armour.

Geo:

What I meant was that a weapon that inflicts relatively small amounts of damage (say, lower level wpns in the early game) that would take a couple/few turns to take out an OA comp are capable of accumulating this damage even though the it may be lower than the regan capacity of the individual OA.

It may sound petty but it can make a big difference, like in the early game, when you can only fit a few OA's on a ship.
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Old October 15th, 2002, 01:27 AM

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Default Re: Problems with "New" Organig Armour.

I have been tempted in the past to increase the 'resolution' of OA by making the components smaller. 10kt components, even with the same proportional level of damage and regen ability, would cause a much quicker reaction and make OA more effective. With the 'pre-emptive' regeneration now removed, it might now actually be a necessary change to get the proper advantage from the special ability. I'm not sure there's any case where size is an advantage for armor, come to think of it. The ratio of space kt/damage kt is all that matters.

[ October 15, 2002, 00:29: Message edited by: Baron Munchausen ]
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Old October 15th, 2002, 01:36 AM
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Default Re: Problems with "New" Organig Armour.

Aye... The smaller the armors, the better the representation of how it's supposed to work. If you could have 10,000 armors of size 1T, that'd supposedly work better than 1 armor of size 10kT, but you have to break it off at some point for the purposes of avoiding some 50 clicks at 1kT a piece...
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Old October 15th, 2002, 04:38 AM
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Default Re: Problems with "New" Organig Armour.

Just to illustrate once again what I mean as "partial damage" : make a ship with one OA. Put it against another ship with just one DUC 3. Fire DUC, watch the result : OA ship has damage 30. Next turn - there is no regeneration and never will, same 30 damage. Keep firing and after while you get destroyed OA that did not regenerated at all. To get regenerations you need 2 or more OA on ship but still, at the end some regeneration points will still be lost when Last OA dies
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