
September 21st, 2002, 05:14 AM
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Brigadier General
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Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
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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.
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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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