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April 24th, 2004, 07:57 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Thanked 14 Times in 12 Posts
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Re: SE4 damage simulator
Bump for PvK:
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April 24th, 2004, 08:13 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: SE4 damage simulator
Hit-first armor is completely outside this program's scope. Only non-armor internals, such as the "leaky armor" and weapons vs lifesupport and such.
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April 25th, 2004, 08:33 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: SE4 damage simulator
Thanks Captain Kwok,
I think is how I thought it worked. Do we know if each weapon hit generates a re-roll or not, if no special damage types are involved?
That is: If a unit has one 90-structure component, and one 10-structure component, a 80-point hit has a 10% chance of destroying the 10-structure component. If eight 10-point hits strike the unit, are there eight 10% chances to destroy the 10-point component, or is there just one, followed by seven accumulations if the 90-point component was hit first?
PvK
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April 25th, 2004, 08:40 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE4 damage simulator
Every new weapon hit causes a new roll to see what component is damaged. This can be observed easily, with your example. If all comps have 10 HP instead of one that has 90 HP, the first hit might hit the 90 HP comp, but the second hit might hit a 10 HP comp. The rolls are still stacked rather in favor of the 90 HP comp though, so more often the second hit will hit the 90 comp than a 10 HP comp.
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April 28th, 2004, 10:16 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: SE4 damage simulator
Thanks Fryon.
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