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  #321  
Old February 22nd, 2002, 09:38 PM
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Default Re: Babylon 5 Mod

A heavy armor with 50 hitpoints is more likely to be hit than a light armor with 10 hitpoints.
What is not known, is by how much, or what happens when you compare 1 50Hp component against 5 10Hp components.

Higher hitpoints act more like armor, but volume does as well.
Something like comparing a bullet proof vest to 25 people trying to jump in front of bullets for you.
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  #322  
Old February 22nd, 2002, 09:44 PM

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Default Re: Babylon 5 Mod

Maybe it works as something based on overall structure / component structure.


So a 50adu component on a 200kt ship would be hit 25% of the time and a 10adu component would be hit 5% of the time.

I also gave the exterior components the armor ability so they would be hit first no matter what (in theory).
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  #323  
Old February 22nd, 2002, 09:53 PM
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Default Re: Babylon 5 Mod

Its possible. Armor works in the opposite way, however, with lower hitpoints being targetted first, so there's precedent for Aaron using non-trivial hit choosing routines.
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  #324  
Old February 22nd, 2002, 10:23 PM

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Default Re: Babylon 5 Mod

i'd love to get an official explanation
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  #325  
Old February 23rd, 2002, 01:27 AM
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Default Re: Babylon 5 Mod

Val: Me too.

Techareas for basic armor
Full Structural Supports components
Light Armor components
Midrange Armor components
Heavy Armor components

I've left the images in the original component range for now, its just a simple search-replace.

The final images will be: (???, #723, #724, #725).
(The structural supports being unknown at the moment.)

PS: the tip-top inert armor (Heavy Class 6) gives a total of 75 hitpoints.

EDIT: added mid armor.
EDIT: added heavy armor.

[ 23 February 2002: Message edited by: suicide_junkie ]

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  #326  
Old February 24th, 2002, 01:13 AM
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Default Re: Babylon 5 Mod

Okay, so I've been lurking here for quite some time, having nothing meaningful to add... but I've become somewhat confused in the meantime.

My question is, which affects the probability of a component being damaged (ignoring armour effects for a moment)? An increase in the "Tonnage Space Taken" value or an increase in the "Tonnage Structure" value? All of a sudden the term component's ADU is popping up, and I'm just a little confused.

Thanks for any explaination
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  #327  
Old February 24th, 2002, 01:22 AM

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Default Re: Babylon 5 Mod

As the components are numbered/lettered 1-6, are 6A-F considered equiv to ancient level? Or, are these armors just the basic armor and there are other varieties (Centauri/Minbari/Shadow/Vorlon)?

Also, does this mean you are not doing Primary/Secondary and then 3 levels of armor?

[ 24 February 2002: Message edited by: Val ]

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  #328  
Old February 24th, 2002, 03:59 AM
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Default Re: Babylon 5 Mod

Update: Heavy Armor prices have been corrected.


Primary/Additional is only used for those types of armor that have special abilities, such as the shadow armor.

This basic, inert stuff has no abilities, and thus dosen't need to distinguish primary/additional.

The Racial armors are not included yet.


Jimbob:
The higher a component's Tonnage Structure, the more likely to be hit.

The term "ADU" stands for Arbitrary Damage Unit.
Which is a better unit for measuring hitpoints than KiloTons.

[ 24 February 2002: Message edited by: suicide_junkie ]

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  #329  
Old February 24th, 2002, 04:33 AM

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Default Re: Babylon 5 Mod

Got it. Thanks for the clarification. I'll add all this (with the updated pic #'s) to the data files and post on Sunday sometime with some other new stuff.

Thanks for all the hard work, can't wait to try it out later tonight!!
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  #330  
Old February 26th, 2002, 12:31 AM

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Default Re: Babylon 5 Mod

Soul Hunters

Just in case you weren't paying attention, Oleg just posted an almost complete Soul Hunter shipset.

Check it out and let him know what you think

I'll add it to our ever growing mod once it is done.

I spent some time today making all the Techs, now descriptions for the weapons.
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