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  #1  
Old December 18th, 2006, 03:54 AM

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Default Re: SE V: Unique Abilities And Ideas

The odds are good because the fire a lot. At 50 fire rate you get 20 shots a second. That means even with a -999 hit chance you still get an average of one hit every 2 seconds.

I see a few problems, though:

-In Starfury, very fast projectiles had a tendency to randomly explode before hitting. This might have carried over to SE5.
-SE5 might not calculate very low hit possibilities correctly
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  #2  
Old December 18th, 2006, 07:43 AM
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Default Re: SE V: Unique Abilities And Ideas

-999% should still equal 1% minimum.

The chance of scoring no hits at all in a volley of 50 shots is (0.99^50) = 0.605 Therefore the chance of scoring one or more hits is 39.5%.

The Poisson distribution will quickly find the value for exactly 1 hit, the probability of two or more hits is equal to the probability of one or more hits, minus the probability of exactly one hit.
Recursively, that finds all the probabilities I quoted.
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Old December 18th, 2006, 10:26 AM
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Default Re: SE V: Unique Abilities And Ideas

I’ll take your collective words for it especially since I am not a math type person. To me -999% is equal to -9.99 which multiplied by anything (but another negative) is still negative. If you are saying SE5 will force a round off to 1% because it won’t accept a negative number that large; than I will have to accept what you say as I certainly have no way of telling different without some type of testing. All I know about the way SE5 handles negatives now is that -90 (the largest negative I have used thus far) is calculated as a negative and not rounded off. Now why and more to the point what are you trying to make here? Leaky PD to me is PD which allows some missiles to get through and others are stopped cold turkey. As far as I know that is what is in the game now; it is certainly what I have created with my system for StarFire. It works fine on the fighters, shuttles, pinnace, IDW, and HAWK Pods I use and especially those large swarming missile (seekers) barrages. Let me stop and go back to my coffee! First cup-o-d-morning!
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Old December 18th, 2006, 10:31 AM
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Default Re: SE V: Unique Abilities And Ideas

Nono, after all the modifiers are added together (in this case, the -999% means that the result is ALWAYS negative), the game restricts the accuracy to the range of 1% to 99%.

Except in the case of SE4's talisman, which gives you 100% accuracy.
Even against planets, 1 in 100 shots will miss completely, but its fun to razz somebody over it anyways when playing hotseat
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Old December 18th, 2006, 11:09 AM
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Default Re: SE V: Unique Abilities And Ideas

It does? Now that’s not so good, I have one weapon which falls into the negatives at >=220. No wait that is fine, if I follow you correctly this weapon will have a 1% chance to hit which is how it should be if the mounting unit can’t bring the negative to a positive. Good that actually puts one concern to rest. Now what is the difference between leaky PD and the current PD? Both appear the same except you are using volume to stop rounds, which might look cool on screen but as you pointed out all that flak flying may stress the system and have a negative impact. On older systems like mine that may mean the irritation factor would be high enough that I wouldn’t play a mod of this sort; depends on the actual impact.
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Old December 18th, 2006, 12:43 PM
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Default Re: SE V: Unique Abilities And Ideas

Uhm, I thought I spelled the main benefit out very clearly...
(Lots of people quoted the post in its entirety too)

One missile might (13% chance) get through a storm of 4 PD. One PD gun might clear a pack of three missiles (1.5% chance).

With stock PD, it (almost) always kills the first N missiles in a pack, where N is proportional to the number of PD guns. All the rest get through... no luck or chance involved.
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Old December 18th, 2006, 01:23 PM
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Default Re: SE V: Unique Abilities And Ideas

Quote:
Suicide Junkie said:
...With stock PD, it (almost) always kills the first N missiles in a pack...
Almost is another way of saying sometimes it does and sometimes it doesn’t.

And what you are proposing is leaky because? It just sounds like over engineering a very simple problem to me. The end effect is still the same and I have already done what you are proposing in my TC but I did it without the added complexity of 50ms fire rates and -999% to-hit ratios. Leaky to me is component A should always stop weapon X but with modding Weapon X may get through component A sometimes. Do I have this wrong? Is leaky in fact component A will stop weapon X sometimes and now with modding component A will stop weapon X sometimes but just not as much?

Now for the third time I am asking what is the difference between your leaky PD and the current PD. And note that I am not asking what is the benefit.
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Old December 18th, 2006, 01:34 PM

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Default Re: SE V: Unique Abilities And Ideas

In other words think of the HH universe where one side fires a missle broadside, the defending side fires counter missles and decoys and jammers preventing SOME but not all of the offensive missles. Rather then how it is now, where you just build a frigate or destroyer with nothing but PD and it can basically "clear the sky" of all (or at least most, depending on how many ships of the design you have in the battle) of the weapons. As it stands now it's like 1 pd will kill 1 missle, no questions asked. What he's proposing is a Phalanx type system that throws up a wall to stop incoming weapons where the PD may get lucky and stop it, or the missile may get lucky and still hit. And for the record, this is how I belive PD should be handled.
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