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  #241  
Old January 30th, 2002, 07:42 PM

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Default Re: Babylon 5 Mod

SJ:

As always, full of good ideas I'll give it a try tomorrow night while I'm working on the map. I actually want to mod in a new quadrant type for B5 that will make more B5 race friendly systems, and also mod in the 'invisible' stars in nebulas, black holes and such.

Also, before I make the final weapons, what was decided for structural tonage values? Are we going for x10 still? Or have we given up on that due to the organic armor effect not working? I have to set the damage values up by x10 still as well if we go that way.
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  #242  
Old January 30th, 2002, 10:01 PM
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Default Re: Babylon 5 Mod

I'd go with the SE4 scale damage. The whole point of the 10x was to get the regen right.

Might as well go with a normal scale.
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  #243  
Old January 30th, 2002, 10:54 PM

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Default Re: Babylon 5 Mod

Wanted to make sure that we had given up on the repair ability for now - until they fix the armor stacking. SO, the numbers stay as they are. Do you have the armor/shield/ecm stuff ready?
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  #244  
Old January 30th, 2002, 11:39 PM
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Default Re: Babylon 5 Mod

I've got the plans & some prototypes, and I'm trying to find a good balance between tech level, weapons, armor hitpoints, armor absorb %.
I need to run some more simulations... this armor is hard to tweak due to the way it works.
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  #245  
Old January 30th, 2002, 11:46 PM

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Default Re: Babylon 5 Mod

Would you like the weapons to test with them? Or are you just testing it with the SE IV weaps for now?
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  #246  
Old January 31st, 2002, 04:57 PM
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Default Re: Babylon 5 Mod

Using the B5 weapons has to be better than the SE4 standard ones.
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  #247  
Old February 1st, 2002, 04:00 AM
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Default Re: Babylon 5 Mod

The current armor settings give the following results:
Ships
All: Bridge, 2x LS, 2x CQ, Aux. Con, 5x Heavy APB, 5x Quantum Engine.

Light: 6K hitpoints, 76 x 75hp light armor + 10x18 structural support.
Heavy: 4K hitpoints, 13 x 300hp heavy armor
Mixed: 5K hitpoints, 7x300hp(H) + 7x200(M) + 7x75(L) + 40x18(SS)

Heavy vs Light:
Heavy wins 5 of 15 battles.
Heavy wins 12 of 20 battles.
Heavy wins 7 of 20 battles. (one light-on-the-run)
Heavy wins 7 of 20 battles. (one tie, one heavy-on-the-run)

Heavy wins about 40%
How? Heavy armor blocks a higher % of damage. Light has a higher chance of losing critical components, such as weapons. With more surviving guns, the heavy can sometimes overcome the 2000 hitpoint difference to take a win.

Heavy vs Mixed
Heavy wins 27 out of 50, with one count of Mixed sucessfully running away.

Light vs Mixed
Mixed wins 23 out of 50, with two counts of Light running away.

7 on 7 fleet action!
(Fire until weapons gone, 50% damage strategy)
Heavy vs Light: Light loses half on average.
Heavy vs Mixed: Mixed loses half on average.
Mixed vs Light: Light loses half on average.
Note: in 1 of 10 cases, the underdog team won the battle, or stalemated at 1 on 1!

I tactical'd one of the heavy-vs-lights, and the results were:
All heavies destroyed.
Light 1: OK.
Light 2: 30% damage. 26 armor, 2 engines lost.
Light 3: Totally Destroyed.
Light 4: 14% damage, 13 armor lost.
Light 5: 60% damage. 51 armor, 5 APBs, 1 Crew quarters lost.
Light 6: Totally Destroyed.
Light 7: 18% damage. 15 armor lost.

Plenty of Collateral damage for everyone

I can't say anything about the quality of the tactics (all on auto), but there could have been a couple rammings by otherwise-disabled heavy ships.

I expect the armor-penetration to rise when the large engines & weapons are included, posibly tipping the balance towards heavier armor, but who knows
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  #248  
Old February 1st, 2002, 04:11 AM
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Default Re: Babylon 5 Mod

What would happen if you, say, used 50% light armor and 50% heavy armor?
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  #249  
Old February 1st, 2002, 06:04 AM
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Default Re: Babylon 5 Mod

50% by mass or by hitpoints or by space used?

Also, how about making the Structural Supports zero KT, 5 hp, and $25 each?
2,000 extra hitpoints cost 10,000 resources.
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  #250  
Old February 1st, 2002, 06:22 AM
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Default Re: Babylon 5 Mod

I was talking about by space used. With 200 kilotons of armor, use 100 for light armor and 100 for heavy armor. What would that so?
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