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  #1  
Old April 4th, 2001, 12:39 AM

E. Albright E. Albright is offline
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Default Re: Armor, Shields and Damage (FAQ)

Bump.
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  #2  
Old April 4th, 2001, 06:42 PM

Mark Walton Mark Walton is offline
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Default Re: Armor, Shields and Damage (FAQ)

Could the way damage is handled just change slightly to (not real code of couse)

Damage -= shields;
Damage -= armour;
If ((Damage + Retained_Damage) >= component.structure)
{
component.destroyed;
Retained_Damage -= (component.structure - Damage); // not less than 0 of course!
}
else
{
Retained_Damage += Damage
}


So, retained damage is never added to the damage score as such; it just waits until there is enough of it, when added to current damage, to actually destroy a component.
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  #3  
Old April 4th, 2001, 08:00 PM
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PurpleRhino PurpleRhino is offline
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Default Re: Armor, Shields and Damage (FAQ)

I would have to agree with Sinapus about how to apply damage to armor and internals. The way I see armor is not as individual pieces, but as a single one... Think of each piece as a layer around the whole ship... not like patch work. Damage should take out a 'piece' at a time... representing the layers being bLasted away.
Also, I think it should work the same for multiple components... group them together, and just track damage for the group... so when you do enough damage to the group that would destroy a single piece, it does. It takes some of the 'randomness' out, but is simplistic, but I think, effective. Maybe this is how it works now... does anybody know?
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  #4  
Old April 4th, 2001, 08:48 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Armor, Shields and Damage (FAQ)

I think that just having a separate "retained damage" for armor vs internals would work well.

Then you only add the retained damage when you hit a component of that type.

This will prevent armor-skipping weapons from using the retained damage that a WMG did to armor, to blow away internals.
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Old April 5th, 2001, 03:23 AM

The Finn The Finn is offline
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Default Re: Armor, Shields and Damage (FAQ)

First, Zanthis.. wow.. thanks a bunch for this info. Nice to know HOW the bugs affect the game.

I'm new here. This is my first post and I'm still playing the demo - awesome game!! I'm ordering it this month - I figure my bills can wait a little. <grin>

What about this as a stopgap solution until they do a fix?

Divide armor into smaller chunks - say by 5. Tonnage required, tonnage structure and all effects. This would cause more armor destruction and less 'carry-over' damage effects.

I *think* to do this you'd have to do it for ALL armor and modify all the races build designs to put 5 times as much armor on. If you didn't do it for all armor, I think you'd get weirdness where AI ships piled on loads of standard armor until the better types were researched.

The only other possible problem I see with it - How many components can you shove on a ship without causing problems for the program?


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  #6  
Old June 8th, 2001, 10:50 AM

dumbluck dumbluck is offline
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Default Re: Armor, Shields and Damage (FAQ)

An excellent thread that definately deserves to be bumped up.
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  #7  
Old June 8th, 2001, 02:52 PM

Aristoi Aristoi is offline
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Default Re: Armor, Shields and Damage (FAQ)

I'm curious if anyone heard back from MM about this. Is it on the fix list somewhere?
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