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  #11  
Old October 14th, 2002, 01:20 AM
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Default Re: Problems with "New" Organig Armour.

Quote:
Originally posted by TerranC:
Well, you'd have a regenerating dreadnought that if not taken down in one battle, it keeps going and going and going and going...

Although I think that was the original point of organic armor.
No you won't. Unless you give the hull the organic armor ability itself, which has not been done in the stock game. If all the armor components are destroyed, none of them will regenerate.

I believe Q was asking about the actual changes that have been done in the beta patch, not some hypothetical change a modder might make on top of that.

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  #12  
Old October 14th, 2002, 03:57 AM
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Default Re: Problems with "New" Organig Armour.

Ok, now I've lost all track of what the change is. I understand that the regen pool is gone but what are the other changes?
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  #13  
Old October 14th, 2002, 04:01 AM
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Default Re: Problems with "New" Organig Armour.

After combat, if the OA ship has any armor left, it all self heals.

Its the same as if you played tactical, left one severely crippled enemy ship alive, and wait for your ships to self-heal before finally killing it and ending the combat.
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Old October 14th, 2002, 04:28 AM
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Default Re: Problems with "New" Organig Armour.

Let's see if I've got this right.

I have a ship with five OA comps, four are destroyed in combat, but after the combat those four heal back because I had one left.

Is that how it works? If so, that's a big change.
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  #15  
Old October 14th, 2002, 04:45 AM
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Default Re: Problems with "New" Organig Armour.

So does Organic Armor still heal during combat like it always has, or is that gone, or what?
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  #16  
Old October 14th, 2002, 06:15 AM
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Default Re: Problems with "New" Organig Armour.

If you eliminate the storage of regeneration points when the armour is not damaged, then you are going to have to make all pieces about 150 to 300 kt stronger to make them worthwhile, as you can usually expect your ships to have at least 5 turns before the range closes, and it's currently not overpowered. Either that, or double or triple the regeneration rate. After all, it has to be at least as useful as shields are to be worthwhile, and the ability to repair after combat if the ship isn't destroyed is useless if the ship will always be destroyed.
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  #17  
Old October 14th, 2002, 09:15 AM

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Default Re: Problems with "New" Organig Armour.

Well no, organic armor is a useful piece of defense because of its regeneration rate- its a shield and shield regenerator, both in 30kT and it costs ORGANICS. I like the introduced change because it makes sense, and increasing regen instead would make it realy overpowering.
I though would like to see changes being made to its counterpart, Crystalline Armor which is realy underpowered in anything but its low cost.
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  #18  
Old October 14th, 2002, 10:13 AM
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Default Re: Problems with "New" Organig Armour.

Not only does OA have a good protection rate and use organics, but it doesn't even cost very many organics. They also don't suffer from bypassing via phased weapons, or lowering via depleters, or destruction via shield-destroying weapons. They do suffer to shard cannons, though those are expensive and low-damage.

Actually, OA was pretty darn over-powerful before this, but only IF and WHEN it was used in small battles, especially one-on-one battles. It was quite possible for say a cruiser with OA to avoid all damage from an entire 30-turn engagement with a single other cruiser, or certainly long enough to destroy the other cruiser.

However, what usually happens is a larger battle with more ships and more concentrated fire, so very frequently, all of the organic armor on one ship can be destroyed in one turn (by fire from multiple enemy ships), in which case it doesn't get a chance to heal.

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Old October 14th, 2002, 03:48 PM
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Default Re: Problems with "New" Organig Armour.

I think the Baron was talking about in-combat damage, not post-combat damage. The fix to regenerate armor after combat is quite obviously the latter. If what he says is true, then Organic's armor regeneration ability is crippled because:

1) Armor only regenerates when a piece is destroyed, not when a piece is damaged or at the end of every combat turn.

2) Armor can only be regenerated by restoring a broken piece, not by removing partial damage.

3) Armor can only be regenerated once and/or once regenerated does not contribute to other regeneration (I'm not clear on this one).
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  #20  
Old October 14th, 2002, 05:58 PM
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Default Re: Problems with "New" Organig Armour.

Yes. before there were two bugs/features, one working in favor of OA (accumulating point before damage), second against (no partial healing).
More or less they balance each other - extra points from former were offset by lost points due to later. Now, OA will give you far less regenerating points than you can expect by just looking on OA numbers. There've been not many complaints about OA before and one can deduce people are more or less satisfied with play balance. Now, OA is weeker and hence need some modest boost, either more damage points or more regeneration - my favorite.
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