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				October 8th, 2006, 09:29 AM
			
			
			
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				 Re: Proposed Damage System Overhaul 
 
	Quote: 
	
		| Suicide Junkie said: What you really want is emissive ability.
 
 Reduce damage by a fixed amount so small shots kapwing off, and big shots mostly go right through.
 
 Combine that with armor-as-inert-internals, and you can make holes.
 
 |  Yes, emissive is pretty close to the idea except I'd want shields to work that way, too.  Also there should be a limit by hull size on how much you can pile on.  I'm really wanting to set up a situation analogous to real world naval combat c.WWI, where you have distinct tactical roles for large, medium & small ships.  That would stem from small ships being unable to hurt big ones with "guns" but quite dangerous at close range with "torpedos".  So, you need a balanced fleet - big ships pound each other at range, little ships to try to close with the big ones & luanch potentially devestating "torpedo" attacks, medium ships to to keep the little ships away from the big ships. |  
	
		
	
	
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				October 8th, 2006, 11:33 AM
			
			
			
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				 Re: Proposed Damage System Overhaul 
 Sounds alot like the Carrier Battles Mod...  |  
	
		
	
	
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				October 8th, 2006, 01:46 PM
			
			
			
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 Shrapnel Fanatic |  | 
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				 Re: Proposed Damage System Overhaul 
 Barnacle Bill said:Yes, emissive is pretty close to the idea except I'd want shields to work that way, too.
 
Surely leaky shielding can be implemented in SE5 too.   Also there should be a limit by hull size on how much you can pile on. 
Even easier done than said.    Look up my thread on modding out LCX as early game warship for a method of limiting the number or percent of hull you can use for arbitrary groups of components. |  
	
		
	
	
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				October 8th, 2006, 02:37 PM
			
			
			
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 National Security Advisor |  | 
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				 Re: Proposed Damage System Overhaul 
 You can also limit more simply than Fyron's example - look and see how engines are restricted in VehicleSizes.txt - you can do that for any component or ability. |  
	
		
	
	
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				October 8th, 2006, 11:47 PM
			
			
			
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 Lieutenant General |  | 
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				 Re: Proposed Damage System Overhaul 
 Is emissive armor and the other special armor types working properly in SEV? |  
	
		
	
	
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				October 9th, 2006, 09:33 AM
			
			
			
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				 Re: Proposed Damage System Overhaul 
 Are shields & armor at all dirrectional in SE5?
 If not, what might get close to what I want would be to limit ships to one each but have "mounts" that can be used to put heavier armor/shielding on bigger ships.
 
 I'd still like shield strength to remain constant until/unless the shield generator (inside the armor) gets hit, though.
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				October 9th, 2006, 11:30 AM
			
			
			
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			|  | Shrapnel Fanatic |  | 
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				 Re: Proposed Damage System Overhaul 
 Crystalline ability was abused to make leaky shields like that in SE4, and it works the same way in SE5. 
Directional armor can be made thusly:
http://imagemodserver.mine.nu/other/...d_NewArmor.png 
Shields are global.
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				October 9th, 2006, 12:14 PM
			
			
			
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 Major General |  | 
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				 Re: Proposed Damage System Overhaul 
 nice! |  
	
		
	
	
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				October 9th, 2006, 12:15 PM
			
			
			
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				 Re: Proposed Damage System Overhaul 
 Thanks, SJ, so to make it directional the armor is placed in the "outer" slots instead of the "armor" slots?    |  
	
		
	
	
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				October 9th, 2006, 04:54 PM
			
			
			
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				 Re: Proposed Damage System Overhaul 
 Do you think with abilities other than shields, like say the emmisive ability, can you get a directional shield like effect?
 
Also on damage, Yes its Shields/Armor/Outer/Inner, but what is the selection process of what in that layer gets hit first from that direction (Outer and Inner)?   In SE4, it was if I remember correctly the biggest structure item, or it was more likely to be hit first as apposed to smaller structure items....
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