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  #21  
Old January 24th, 2007, 07:02 PM

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Default Re: Generic Vehicle Slot Layouts

Uh, I'm not sure what you're getting at. Damage goes like this:

Shields. All shield points must be down before the Armor is hit. Not directional.
Armor. All armor points must be gone before the Outer Hull is hit. Not directional.
Outer hull. All hull points must be gone before the Inner Hull is hit. Directional.
Inner hull. Directional.

It doesn't matter if all the slots are Outer Hull, because the damage is still directional. The damage isn't leaky in the SE4 sense, but losing all the 'internal armor' on the left side means another hit there will cause damage to the left-hand components, while a hit on the RIGHT side will still hit the undamaged armor there.
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  #22  
Old January 24th, 2007, 07:14 PM
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Default Re: Generic Vehicle Slot Layouts

Quote:
Phoenix-D said:
Uh, I'm not sure what you're getting at. Damage goes like this:
Who me or Kana? Mine was a suggestion for an improved system we would need to ask Aaron for.
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  #23  
Old January 24th, 2007, 07:15 PM

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Default Re: Generic Vehicle Slot Layouts

Kana.
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  #24  
Old January 24th, 2007, 07:23 PM
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Default Re: Generic Vehicle Slot Layouts

Do you think my suggestion holds any merit? Maybe asking for directional damage isn't enough. I wonder how hard it would be to ask for directional layered damage? You know what I mean? Blow out the right side shields damage goes to: right side armor --> right side outer --> internal -->left side outer --> left side armor --> left side shields. I suppose once you blow out the internals the rest becomes almost pointless.
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  #25  
Old January 24th, 2007, 07:31 PM

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Default Re: Generic Vehicle Slot Layouts

What would be the point of having a separate "internal" slot in that case? It'd act the same as an outer slot.
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  #26  
Old January 24th, 2007, 08:25 PM
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Default Re: Generic Vehicle Slot Layouts

Yes it would for all intents and purposes. I was thinking in terms of modders and players. For us modders it would allow us to guide players into where to place the more critical components. For new players it would help them from making a huge and silly mistake. I tried this same approach in the SFTC but at the time I wasn't fully focused on what I was doing. In other words I did it by mistake but it should be made a standard to help the learning curve in building ships. Just my two cents.
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  #27  
Old January 24th, 2007, 08:44 PM
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Default Re: Generic Vehicle Slot Layouts

Quote:
Phoenix-D said:
Uh, I'm not sure what you're getting at. Damage goes like this:

Shields. All shield points must be down before the Armor is hit. Not directional.
Armor. All armor points must be gone before the Outer Hull is hit. Not directional.
Outer hull. All hull points must be gone before the Inner Hull is hit. Directional.
Inner hull. Directional.

It doesn't matter if all the slots are Outer Hull, because the damage is still directional. The damage isn't leaky in the SE4 sense, but losing all the 'internal armor' on the left side means another hit there will cause damage to the left-hand components, while a hit on the RIGHT side will still hit the undamaged armor there.
But as I've asked before...what determines what gets hits first either directonally, or by outer/inner slots? The biggest component, alphabetical, random? If its random, then you could lose a gun before you lose your armor.
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  #28  
Old January 24th, 2007, 10:21 PM
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Default Re: Generic Vehicle Slot Layouts

Shields as one big single number go first.
Then armor gets damaged, in order of placement.
Then Outer hull slots get hit. Directionally.
Once all outer hull slots are dead, then Inner hull slots get hit. Directionally.

Outer before inner is highest priority. Directional then decides between all the ties.

Example;
Getting roasted alive from the back. Outer hull components get vaped one by one... the bottom row goes first, then row by row up to the top. Now all outer hull components are dead and all inner hull components are intact.
Then the damage destroys inner hull components on the bottom row. Then row by row to the top. Then all components are dead and your ship explodes.


SO, when designing ships in GGmod, you put all your armor on the edge-most slots, and squeeze your real components into a small cluster in the middle.
Since the armor is packed onto the top row, the bottom row, the left column and the right column, one of those four will get hit first by a weapon.

Now, if you are hit from the left, all of your leftmost armor will be hit first. But the rightmost armor will be hit last. The internals aren't too happy about the latter.

Now, if you put the armor in the upper left corner, it will be both above and left of your internals! This provides protection from both directions.
The downside is that GG layouts are round, so there aren't corners to put armor into. You can fit some in that general area, but it makes for a very small safe-zone since the armor will be halfway to the middle from both sides.
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  #29  
Old January 24th, 2007, 10:23 PM

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Default Re: Generic Vehicle Slot Layouts

It works exactly how I posted.

Say all your shield and armor points are gone. You get hit from the left. The left-most component in the Outer Hull gets hit. Once that's gone, it moves to the next one in, etc.

The only thing that isn't directional is it skips over the Inner hull until all the outer hull components are dead.
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  #30  
Old January 24th, 2007, 10:57 PM
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Default Re: Generic Vehicle Slot Layouts

But its still not true directional which I was trying to propose with my post. In my idea/proposal if you are getting your butt shot off your forward armor will be last to go. Or in a perfect world your forward shields will be the last to go. However, that may be too much to ask for right now.
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