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  #1  
Old January 12th, 2002, 12:00 PM
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Default Re: emissive armor possible fix

Jack are you sure your fix works??

I tried the switch of the abilities you proposed and it did nothing. The emissive ability is still not functioning.
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  #2  
Old January 12th, 2002, 07:28 PM
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Default Re: emissive armor possible fix

The problem is that, with an emissive of 100 points, a 100 damage bLast does nothing, but a 110 point bLast does 110 damage.

An interesting Version of emissive would be: "negates half of a weapon's damage, up to a maximum of 100 points negated"
Where you could set the % in value1, and the maximum capacity in value2.
Tons of flexibility for modders, and you'd get SE3 normal EA by using 100% in value1.

I also recall having a problem in v1.35, where if a ship had many emissive armor components, it lost its emissive after the first EA component was destroyed, even though the backups were still intact.

In my mod, I'll just have to simulate emissive with a crystalline effect. (one per ship)
That way, you can stop the first x points of damage, even though you don't get credit for that until the next hit, and shield sappers can drain of your emissive power.
It really is too bad that this simulation requires one-per-ship, and dosen't require the damage to hit the armor piece with the ability.
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  #3  
Old January 12th, 2002, 09:01 PM

Jack Deth Jack Deth is offline
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Default Re: emissive armor possible fix

major, the change worked for me. ive tested it in ship to ship combat.

were the weopons you tested with low enough damage? remember, if the weopon hitting the armor has a higher damage rating than the emmisive rating of your armor, it does full damage
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  #4  
Old January 12th, 2002, 09:04 PM
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Default Re: emissive armor possible fix

Or the emmisive could just remove that amount of damage from the hit, a 30 damage weapon would still do 0 but a 70 damage weapon would only do 40. Maybe would need hardcode though.
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  #5  
Old January 13th, 2002, 08:18 AM
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Default Re: emissive armor possible fix

Jack no need to address me formally with "major", just "Q" is completely alright .
Yes the problem is that is misunderstood you about the meaning of "working emissive armor".
I have the same opinion as SJ or Skulky, that the all or nothing effect is not good. If you hit the emissive armor with a weapon of higher damage, it should still have some effect of reducing the damage. And that is not the case.

[ 13 January 2002: Message edited by: Q ]

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  #6  
Old January 13th, 2002, 05:07 PM

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Default Re: emissive armor possible fix

The only problem I have with how emmisive armor works is that it should render fighter weapons useles and it doesn't.
I also think that the size/damage resistece ratio should be at least equal to the best standard armor.
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  #7  
Old January 15th, 2002, 12:06 AM
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Default Re: emissive armor possible fix

quote:
Originally posted by Q:
I don't think making the emissive armor big would help. SJ is right it would be unbalancing if you push the resistence too high. This is a very old problem I already had in SE III.
<snip>



The only balance in SEIII was that you could only put 10% of your ship's mass in the "armor" section (i.e., the part that actually got hit first). You could add armor components into the external & internal sections, but there was no guarantee they'd get hit first.

If we could enforce something similar in SE4, we might be able to balance emissive armor properly...
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