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  #31  
Old January 25th, 2007, 12:01 AM

Phoenix-D Phoenix-D is offline
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Default Re: Generic Vehicle Slot Layouts

PES, I'm not talking about your idea at all here.
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  #32  
Old January 25th, 2007, 12:28 AM
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Default Re: Generic Vehicle Slot Layouts

Quote:
Phoenix-D said:
PES, I'm not talking about your idea at all here.
Doh, I am so sorry! I thought you were trying to point out flaws in it. This is an A-B conversation so let me C my way out of it.
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  #33  
Old January 25th, 2007, 03:13 AM
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Default Re: Generic Vehicle Slot Layouts

Well that was kinda my point...the directional damage isnt truely directional...because it basically wraps around the entire ship eliminating components layer by layer...So really direction is only important by layer more so than just by direction alone.

Thank you both Phoenix, and SJ. SJ's example illustrated it alittle clear, and now I understand exactly how damage is done, and again I still feel that it is flawed...

What I want to know, is if this is how it was done in Star Fury?
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  #34  
Old January 25th, 2007, 03:20 AM

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Default Re: Generic Vehicle Slot Layouts

No. SF had directional armor and (IIRC) shields.

Once SE5 lets you add new slot types (it was apparently supposed to, and MM thought it was working, but it isn't), you could make a limited fully directional hit system.

The problem is the shield "generators" would also be the shield "points", so when your shields fail, there goes the generator too.

..speaking of, I'm still trying to get a Langston Field type system into SE5. Perfect protection until the shield gets too low, then some penetration. And if the shield gets overwhelmed, BANG..no ship.

EDIT: by the way, I should point out SJ and I didn't mention damagetypes when we were explaining the damage system. Layers are a bit more important when complex damage types are involved, as you can have a weapon that is partially blocked by the shields and passes the rest through to the hull, for example.
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  #35  
Old January 25th, 2007, 03:48 AM
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Default Re: Generic Vehicle Slot Layouts

So back to the point... anyone have any issues with my slot layout files?
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  #36  
Old January 25th, 2007, 06:15 AM
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Default Re: Generic Vehicle Slot Layouts

Quote:
Kana said:
Well that was kinda my point...the directional damage isnt truely directional...because it basically wraps around the entire ship eliminating components layer by layer...So really direction is only important by layer more so than just by direction alone.

Thank you both Phoenix, and SJ. SJ's example illustrated it alittle clear, and now I understand exactly how damage is done, and again I still feel that it is flawed...

What I want to know, is if this is how it was done in Star Fury?
Starfury does it mostly the way GGmod does it.

All the inner hull slots are deleted. Only outer slots (and a couple armor slots for my leaky shields)

This means that the damage is directional across the whole ship.
Key difference between Starfury and SE5 is that SE5 has only four directions, whereas Starfury seemed to use arbitrary angles.

Also note that the armor/leaky shields do stay up permanently, until the ship explodes. (Although I did add an overload feature, so big guns vs tough ships can damage or disable lower tech shield generators)


Quote:
PES said:
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.
Given the GGmod style directional armor, the forward armor IS the last to go... although by the time the forward armor starts getting damaged from hits to the rear, your entire crew will be far to busy being dead to care

SE5 is much like that perfect world if you only add the ability for shield power to be redirected to any facing you like.
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  #37  
Old January 25th, 2007, 06:06 PM
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Default Re: Generic Vehicle Slot Layouts

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Imperator Fyron said:
So back to the point... anyone have any issues with my slot layout files?
Sorry for the thread hijack there Fryon...
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  #38  
Old January 25th, 2007, 06:38 PM
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Default Re: Generic Vehicle Slot Layouts

Quote:
Suicide Junkie said:
...forward armor starts getting damaged from hits to the rear, your entire crew will be far to busy being dead...
Yes I could see how this would be considered a full time job. But do I still have keep them on the imperial payroll? What about tax time? Who pays the medical and dental and 401K? I don't think I like the direction you are going with this!

Fyron what was the point of your slot thingy? Are your slots to small and you want to them all bigger? Why not just leave it up to the modder to make one if they need one at all?
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  #39  
Old January 25th, 2007, 06:43 PM
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Default Re: Generic Vehicle Slot Layouts

Nobody HAS to use it... much like nobody has to use the imagemod, or FQM.

Its just there and available and better than the stock stuff. Probably good for a base for modders to tweak to their own uses too.
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  #40  
Old January 26th, 2007, 03:14 AM
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Default Re: Generic Vehicle Slot Layouts

Quote:
President_Elect_Shang said:
Fyron what was the point of your slot thingy?
Basically he is just making a generic slot layout that can overide what is ever in any shipset to be used in a mod, so that all races have an equal and similar set of slots to use for their ships. Its a balance thing...
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