|
|
|
 |

September 4th, 2002, 10:44 PM
|
General
|
|
Join Date: Aug 2000
Location: Ohio, USA
Posts: 4,323
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emmisive Armor for Dummies, please...
Yes, I think armor should work differently than it currently does. I think we've discussed this more than once before in other threads. Rather than being discrete components armor should be an attribute of the hull. And rather than armor always stopping damage until it is destroyed there ought to be a percentage chance to stop damage, to partially stop/deflect damage, and an increasing chance as damage is inflicted that 'holes' in the armor will let damage just pass through. This much more realistic system would take some serious code revision by MM, though. Let's hope for SE V to do something like this.
|

September 4th, 2002, 10:55 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Emmisive Armor for Dummies, please...
Well, the intrinsic part of the hull thing we can't do without code changes, but doesn't the "internal armor" used by some mods pretty well do the second part? That is armor that takes damage, but there is a chance of any particular shot damaging an actual component instead.
And by the way, does a ship with emmisive armor that hits a mine get the benefit of the emmisive value?
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

September 4th, 2002, 11:27 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emmisive Armor for Dummies, please...
"That's why you need to make it fairly expensive to research. There has to be a point where certain weapons become obsolete, doesn't there? Would an 18th century brass cannon be any use against a modern warship?"
Yes, but you can stick a weapon capable of damaging a large warship on a small one; in SE4 you *can't* do that without researching an entirely different weapons chain. 100 emissive ability on armor would FORCE players to A. use dreadnoughts or above or B. use wave-motion guns. Those are the *only* options, and that's kind of ridiclous.
Phoenix-D
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|

September 5th, 2002, 12:08 AM
|
Corporal
|
|
Join Date: Jan 2001
Posts: 89
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emmisive Armor for Dummies, please...
I did some fairly extensive tests on emissive armor as part of my revision of the damage FAQ now that I have Gold. This pretty much confirms what others have said, but does talk a bit about damage assignment. I've not yet completed everything, but this is the relavent info for emissive armor:
First, a term: Volly. A volley is a set of damage treated as if it came from a single weapon. Whenever ships fire their weapons, each individual weapon creates its own volley. However, when a fighter stack fires, each type of weapon across all the fighters in the group becomes a volley.
Put 3 DUCIII on a fighter, and they fire as a single volley. In a group of 6 such fighers, all 18 DUCIII's fire as one volley. Use 2 DUCII and 1 APBII per fighter, and you get two volleys: 12 DUCII in one and 6 APBII in the other (assuming 6 fighters in the stack). Note that each weapon can still individually miss and so the damage of a volley can vary from shot to shot.
Emissive armor reduces the damage of a volley by its value. It does so even if the emissive component is destroyed by that volley. It does not affect damage absorbed wholely by shields. It also does not effect damage that strikes specific components: Engine damage, weapon damage, armor skipping damage, computer virus weapons, etc. Nor does it effect special effect damage such as tractors/repulsors, worm hole guns or increased reload effect weapons.
The greatest emissive value present is used against each volley. They do not stack in any way.
As far as damage assignment, the game now appears to feature a "if possible, destroy a component" strategy. That means, if you take enough damage to destroy a targetable component, that component will be destroyed and the damage won't be stored up against a possibly tougher component.
Suppose ArmorIII and Emissive ArmorIII, 40Kt resistance vs 50Kt. If your enemy has only 70 point damage weapons then use only a single piece of EAIII. Because every hit will do 70 damage, -30 from the EA down to 40, and since 40 is exactly enough to kill ArmorIII, every hit without fail will kill a piece of ArmorIII until you have no more and then finally the Emissive Armor will be destroyed in two hits.
However, if he can do enough damage after the EA reduction to kill a piece of EA (80 for EAIII), then any given piece of armor is equally likely to be destroyed.
This basically means that greater damage resistant emissive armor components are more powerful since basic armor is more likely to be killed. If you modded EAIII to be 60Kt with 150Kt resistances (same size to resistance ratio) it would be much more powerful than mounting three of the existing EAIII components. No weapon doing less than 171 damage could destroy the EAIII before killing all the Armor III.
BTW, the formula given Armor and EA to find the minimum strength damage to have a chance of killing EA before Armor is:
E + 2R - A + 1
where:
A = damage to kill a piece of armor,
E = damage to kill a piece of emissive armor,
R = reduction to damage from emissive component
__________________
-Zan
|

September 5th, 2002, 01:03 AM
|
 |
Major
|
|
Join Date: Aug 2002
Location: Western Canada
Posts: 1,226
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emmisive Armor for Dummies, please...
Zanthis...my head is beginning to hurt...
Can anyone tell me what Baron Munchausen meant when he used the terms "lowest" and "highest" in the following quote?
Quote:
Originally posted by tbontob:
quote: Originally posted by Baron Munchausen:
No matter which component is hit first, the emissive armor ability subtracts its level fromt he damage first. Then, the lowest damage armor tends to get destroyed first. Once you ae dealing with internal components the situation is reversed and the highest damage components tend to get hit first. These are not 'fixed' rules, though, so a clear prediction is not possible.
|
Ok.
But I am not sure what you mean by the terms "lowest" and "highest"
__________________
Know thyself.
Inscription at the Delphic Oracle.
Plutarch Morals
circa 650 B.C.
|

September 5th, 2002, 01:08 AM
|
Corporal
|
|
Join Date: Jan 2001
Posts: 89
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emmisive Armor for Dummies, please...
Lowest damage meant whichever armor takes the least amount of damage before it gets destroyed. Highest damage is whichever takes the most to get destroyed. Between Armor III and Emissive Armor III, Armor III is the lowest at 40 damage to kill and Emissive Armor III is the highest at 50 damage to kill.
__________________
-Zan
|

September 5th, 2002, 02:45 AM
|
 |
Major
|
|
Join Date: Aug 2002
Location: Western Canada
Posts: 1,226
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Emmisive Armor for Dummies, please...
Quote:
Originally posted by Zanthis:
BTW, the formula given Armor and EA to find the minimum strength damage to have a chance of killing EA before Armor is:
E + 2R - A + 1
where:
A = damage to kill a piece of armor,
E = damage to kill a piece of emissive armor,
R = reduction to damage from emissive component
|
Let' see if I can get this through my tired brain.
Where you have armorIII and emmissive armorIII and a volley:
1) the emmissive armor absorbs 30 damage.
2) then the armor III is destroyed
3) then the emmissive armor is destroyed
Is this how it works?
But your formula implies that emmissive armor can be killed first. 
__________________
Know thyself.
Inscription at the Delphic Oracle.
Plutarch Morals
circa 650 B.C.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|