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September 21st, 2002, 07:12 AM
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Shrapnel Fanatic
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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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September 21st, 2002, 10:58 AM
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Brigadier General
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Suicide Junkie:
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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Refer back the post in part A. I said it was for Non-Armor. I didn't test armor since it will always get hit first and I wasn't concerned with the order in which it was. It sure does not sound like the same process goes on for armor. Umm?
SJ you always get in such a rush when you read. Take your time. 
[ September 21, 2002, 10:02: Message edited by: President Elect Shang ]
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September 23rd, 2002, 03:28 PM
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Second Lieutenant
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Re: Things we\'d like to see in the next patch
How about an ability to allow a facility to increase the max population of a planet?
(It's probably too much to make a component that can act as a 'planet' and have facility#/population# abilities so you can put it on a base hull and build space colonies and such.)
[ September 23, 2002, 14:28: Message edited by: Sinapus ]
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September 23rd, 2002, 03:40 PM
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Corporal
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Re: Things we\'d like to see in the next patch
Unless population bonuses are changed (10% for an extra 1 billion?) then I really don't see the point in allowing extra population through a facility. If you just want the population without the production bonus, you can "harvest" excess population from the planet with a cargo ship.
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September 23rd, 2002, 05:10 PM
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Shrapnel Fanatic
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Re: Things we\'d like to see in the next patch
Quote:
Refer back the post in part A. I said it was for Non-Armor. I didn't test armor since it will always get hit first and I wasn't concerned with the order in which it was. It sure does not sound like the same process goes on for armor. Umm?
SJ you always get in such a rush when you read. Take your time.
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That WAS non-armor (internals).
The components were called armor, since that was their main function, but they did not have the armor ability.
This "armor" was designed to be leaky, so some shots will get through, and damage the critical components.
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September 23rd, 2002, 05:22 PM
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National Security Advisor
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Re: Things we\'d like to see in the next patch
Quote:
Originally posted by Suicide Junkie:
geoschmo: Bigger internals, smaller armors get hit first.
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Right, and that's what I meant to say. I remeber you saying the smaller armor goes first. But what I saw in my tests was an almost randomly even distribution of armor damage between armor I's and Armor III's. No advantage to either. Or when you say smaller for armor do you actually mean tonnage? Are armor components destroyed by size while internals are destroyed by structure?
Geoschmo
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September 24th, 2002, 09:54 AM
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Private
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Re: Things we\'d like to see in the next patch
Very interesting tests, and thanks to you for taking the time AND telling us the result, so we can understand SE4 dynamics better.
Just one question:
When you do your tests, what kind of weapoon are you using ???
If, for example, you use a weapon that can not destroy the big component in one hit (or the left over damage from a hit after destoying a component is not enough to destroy another big component), you get the following result:
Comp. A (big) is hit, but not destroyed. Points are stored. Next hit, another random component is selected. Stored points are added.
Comp. B (small) is hit, and destroyed.
This has nothing to do with what component is selected randomly more often than the other, but with the viewable result you get (destroyed component). Or do you have a way to tell what component was hit, but not destroyed ???
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