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  #1  
Old September 19th, 2002, 08:06 PM
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Default Re: Things we\'d like to see in the next patch

Quote:
The light armor had 50% more hitpoints than the light armor. (6000, vs 4000), but the heavy armor came in 8kt components instead of 1kt components. Thus, the heavy armor have 5 times more hitpoints per component.
Can you explain this a little further?
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Old September 19th, 2002, 08:52 PM
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Default Re: Things we\'d like to see in the next patch

Hmmm, I am still not conviced SJ. I did some quick tests myself using identical ship designs in auto-tactical and watched the order the components got hit in. I didn't mod any internal armo comps, but I use basehips with lost of extraneous comps, cargo bays, supply bays, fighter bays, to simulate the effect. The cargo bays do seem to get hit more frequently than the supply bays, which would seem to coroboate your findings. However the APBs which have a structure of 20 were getting hit more frequently than the cargo bays which have the same structure. And when I used meson bLasters which have a structure of 20 and figther bays which have a structure of 30, I saw no greater frequency of fighter bays destroyed than weapons. And bridges, engines, life support and crew quarters seem to be hit more frequently than they should based on their relative structure.

Also, I did some tests with armor I's and III's and the armor was destroyed almost exactly evenly in every case. I thought you had said previously that higher hitpoint armor is destroyed first. That also is questionable according to the results I am seeing.

Granted I did not do a tremendous ammount of testing. It's possible that I just don't have enough data. But I have enough to say if there is an increased chance, it's likely very small.

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Old September 19th, 2002, 09:10 PM
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Default Re: Things we\'d like to see in the next patch

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Satellite launchers do not work in combat. Only during movement.
This is only true in Strategic Combat. They work perfectly well if you launch them manually in Tactical.
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Old September 20th, 2002, 04:43 AM
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Default Re: Things we\'d like to see in the next patch

Thanks SJ and DirectorTsaarx
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Old September 21st, 2002, 05:14 AM
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Default Re: Things we\'d like to see in the next patch

Quote:
Originally posted by Slick:
quote:
The light armor had 50% more hitpoints than the light armor. (6000, vs 4000), but the heavy armor came in 8kt components instead of 1kt components. Thus, the heavy armor have 5 times more hitpoints per component.
Can you explain this a little further?
I did some test as I was working on my mod and found that components with a higher “Tonnage Structure” where more likely to be hit than ones with lower numbers. I think this is the same thing SJ was saying. My idea is:
a) The game computes the percent tonnage structure of each component in percent value based on the total tonnage structure of all non-armor components.
b) If the ship is hit than it randomly assigns the hit based on the percent value found in step a; i.e. if the tonnage structure of a single weapon is 30% of the total tonnage structure of all components than 30% of the time it will be hit first.
c) Each hit is assigned randomly unless the Last hit was not enough to destroy the component. Once the component is destroyed the process starts over with the next hit.

Note that it is based on the total “Tonnage Structure” and not the “Tonnage Space Taken.” Also if I wasn’t so dang tired right now I bet I could work up a formula to test this idea against. One Last thing; if anyone test this and finds it’s right (or just asks Aaron) than I want my idea made into: “The Shang Law” because I believe it applies “gameversally” (I just coined that one) to damage from any source. Man I need some sleep, goodnight all.

[ September 21, 2002, 04:17: Message edited by: President Elect Shang ]
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Old September 21st, 2002, 06:56 AM

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Default Re: Things we\'d like to see in the next patch

Geo:

Which determines hit probability: Tonnage structure or Damage structure. IIRC, they are identical for cargo/supply/fighter bays, but the armor has a much higher Damage structure than Tonnage structure (thus the advantage of using it ). Maybe that is why your test data didn't cooberate that of SJ?

EDIT: mi keebord cant spel!

[ September 21, 2002, 06:00: Message edited by: dumbluck ]
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Old September 21st, 2002, 07:12 AM
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Default Re: Things we\'d like to see in the next patch

geoschmo: Bigger internals, smaller armors get hit first.

Compare the Plasma projection armor and the Standard armor in P&N.

Slick:
For example:
Light armor - 1 kt, 12 hp = 12hp/kt
Heavy armor - 8 kt, 64 hp =8 hp/kt

Shang:
B) cannot be quite right, since the light armor had a greater % of the hitpoints of the ship, and it still let more damage hit the internal components.
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