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  #11  
Old September 26th, 2002, 01:25 AM
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Default Re: full coverage armor

to late, i already put the real formulas into a excel spreadsheet, and rounded off the final answer to the second decimal point, and plugged that into my components enhancement file.

im glad to say that it works gloriously, although there is now a need for small (1kt) space filling components to account for all the oddball armor sizes. i think that reinforcing bulkheads will answer the call, as i am having a hard time justifying bringing cargo and supply niches down to the 1kt size.
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  #12  
Old September 26th, 2002, 01:29 AM

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Default Re: full coverage armor

1kt components? Small suplimental ECM or Sensors?
Maybe they would add 1/2 what an equivelent size ECM would generate?

[ September 26, 2002, 00:30: Message edited by: Gryphin ]
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  #13  
Old September 26th, 2002, 03:21 AM
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Default Re: full coverage armor

I think any of those three would be appropriate for the 1kt components. All three of those make perfect sense to me as "filler space" on the ship.

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  #14  
Old September 26th, 2002, 03:36 AM

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Default Re: full coverage armor

And for the role-player in all of us:

How about 1kt "luxury" components? You know, high quality officer's quarters, an on-ship bar, civilian quarters, observation decks, heck, maybe even a Zee-Gee pool.

Maybe even a brig, or diplomatic quarters, or something that wouldn't need a whole lot of space, might not have a practical in-game use, but would at least give us the satisfaction that not a single kiloton of potential space is going to waste in any of our ship designs.
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  #15  
Old September 26th, 2002, 03:40 AM
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Default Re: full coverage armor

"im glad to say that it works gloriously, although there is now a need for small (1kt) space filling components to account for all the oddball armor sizes. i think that reinforcing bulkheads will answer the call, as i am having a hard time justifying bringing cargo and supply niches down to the 1kt size."

(from Deathstalker's Mount Mod 1.3-Gold)

Long Name := Ship Armor Plating
Short Name := Plate Armor
Description := Small units of armor added to reinforce critical areas of a ship or unit.
Code := Plt
Cost Percent := 10
Tonnage Percent := 10
Tonnage Structure Percent := 10
Damage Percent := 10
Supply Percent := 10
Range Modifier := 0
Weapon To Hit Modifier := 0
Vehicle Size Minimum := 0
Comp Family Requirement := 10
Weapon Type Requirement := None
Vehicle Type := Ship/Base/Satellite/Weapon Platform
Number of Tech Req := 2
Tech Area Req 1 := Armor
Tech Level Req 1 := 2
Tech Area Req 2 := Physics
Tech Level Req 2 := 1

or in other words, 1kt armor 'patches'


[ September 26, 2002, 02:41: Message edited by: Deathstalker ]
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  #16  
Old September 26th, 2002, 03:41 AM
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Default Re: full coverage armor

Quote:
Originally posted by Puke:
the porportions mod (and some others) uses a concept where regular armor does not get damaged first, but mearly soaks up damage as if it were a regular component. it also has a kind of armor that IS damaged first, but provides less protection (presumeably since it is more spread out)

CAR WARS is a steve jackson game, loosely themed around Mad Max. it has a concept where armor is heavier on larger vehicles, because you need more to cover a larger car or van.

some genius recently (okay, a month or so ago) came up with the idea to use engine mounts to allow for a better QNP movement system, by scaling engine size to match ship size.
That'd be me. *blush*

Quote:
What are peoples thoughts about using an Armor Mount to scale ship-covering armor to mass more on larger ships? I think that I brought this up in the thread about the engines, but as im putting together my GritTech mod, and am thinking of including this, I thought it deserved its own discussion.
That would be a BRILLIANT idea, IMO ... but it might also be more appropriate for *shield* generators (putting 100 points of shield energy around a 100kT ship, should require l.ess power, and less machinery (etc), thanputting the same 100 points of energy around a 1500kT ship ...).
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  #17  
Old September 26th, 2002, 03:43 AM

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Default Re: full coverage armor

Hot foot,
I guess if you wanted to carry that a bit further, perhaps it could be built into part of a game where the "goal" of one side would be to capture the ship with the Embasador on board.
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  #18  
Old September 26th, 2002, 03:48 AM

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Default Re: full coverage armor

Quote:
Originally posted by Gryphin:
Hot foot,
I guess if you wanted to carry that a bit further, perhaps it could be built into part of a game where the "goal" of one side would be to capture the ship with the Embasador on board.
Well, it would certainly introduce some interesting role-playing opprotunities at the very least. Though you could code something into the game where it could be considered some sort of victory (or defeat) for one side or another.
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  #19  
Old September 26th, 2002, 04:24 AM

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Default Re: full coverage armor

Hotfoot,
Here is a thread on, "Capture the Flag" ideas. May be of intereste to you.
Capture The Flag Thread
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  #20  
Old September 26th, 2002, 12:00 PM
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Default Re: full coverage armor

Might be too late to chime in, since Puke already made the enhancement file, but here are my $0.02 anyway.
Puke, if I understand this correctly you are changing the size of the armor component and leave the structure constant, right? That leaves you with some odd numbers. How about if you keep the size of the armor constant and let the mounts change the structure? In effect that would mean that 10kT of armor will result in a 'thicker' armor on an escort compared to a battleship. That also means that armor on bigger ships will take longer to repair, since you must use more components to get the same amount of protection. Not sure if that side effect is desired or not. Just an idea, anyway.

Re Shields: I proposed such a system a while ago. Makes perfect sense to me that shields get weaker on bigger ships. Worked out a system for this, too. Got mixed reactions on this and seemed too much work at the time, since the my to-do-list was already long. So I haven't yet implemented it, but I am still considering it for a future Version of DNM.

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