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  #61  
Old October 13th, 2006, 10:05 PM
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Default Re: SEV Beta History starting V1.0

Mmmmm. Cookie.
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  #62  
Old October 13th, 2006, 11:54 PM

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Default Re: SEV Beta History starting V1.0

woohoo 25-end.

But, uh..
"20. Fixed - Removed launch and recover rates."

What exactly is this refering to?
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  #63  
Old October 13th, 2006, 11:56 PM
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Default Re: SEV Beta History starting V1.0

Launch components now launch all items at once, which it was doing anyway despite the restrictions. I guess the fix will be more time consuming and so maybe we'll see it in the following patch.
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  #64  
Old October 14th, 2006, 02:07 AM
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Default Re: SEV Beta History starting V1.0

Great work MM!
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  #65  
Old October 14th, 2006, 02:22 AM

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Default Re: SEV Beta History starting V1.0

Quote:
Captain Kwok said:
Here's a cookie:

Version 1.07:


Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).

Is this hardcoded (I guess), I mean the requirement or could we change it (like crew < 50%) ?
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  #66  
Old October 14th, 2006, 02:28 AM

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Default Re: SEV Beta History starting V1.0

Those bits are hardcoded, but you can do other things.

I have my frigates set up to explode when all life support is gone, for example.
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  #67  
Old October 14th, 2006, 03:55 AM

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Default Re: SEV Beta History starting V1.0

Quote:
Phoenix-D said:
Those bits are hardcoded, but you can do other things.

I have my frigates set up to explode when all life support is gone, for example.
Explode ? Do you mean we can use the "Sector - Damage" ability with a scope of "ship" ? or do you know something I ignore ?
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  #68  
Old October 14th, 2006, 08:18 AM

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Default Re: SEV Beta History starting V1.0

Or maybe you set the structure of the ship to be equal to 0 if crew = 0 ? (but feel like only tonnage can be set)

I'm curious about this one

EDIT: After checking maybe set the ship struture to -1000000 if crew <= 0 in VehicleSizes.txt ?
To bad I cannot test until at least the 16th...
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  #69  
Old October 14th, 2006, 08:40 AM

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Default Re: SEV Beta History starting V1.0

Quote:
Phoenix-D said:
Those bits are hardcoded, but you can do other things.


Thinking more about it (and writing faster than I think...) I guess we can simply add to every ShipSize the "Control Center" ability, and 1 crew and 1 life support, then we can bypass hardcoded function and set our own using formulas.

For example I plan to use one AI tag to set the Crew requirement for every component (Like SJ proposed earlier) and then have in every formula a percentage calculation like:

<calculated amount> * round_up( <needed crew for this component> * min (<current ship crew> / <sum of needed crew on remaining components> ; 1) / <needed crew for this component>

This way we would have the following:

Ship total crew = 25
with component:

CMP1 needs 5 crew members
CMP2 needs 2 crew members
CMP3 needs 10 crew members
CMP4 needs 5 crew members
Total need = 22 crew members (so we have 3 more, useless peaple)

Component efficiency at that time:
CMP1 = 100%
CMP2 = 100%
CMP3 = 100%
CMP4 = 100%

After fighting some memebers of the crew die. We only have 18 people left (4 less that required).
Ship total crew = 18

We recalculate the efficiency as:
CMP1 = 100%
CMP2 = 100%
CMP3 = 90%
CMP4 = 100%

We can see that the higher the crew requirement the sooner the component will be impacted by missing crew.

After some more fighting, some crew members die and there are now only 10 people left (12 missing for complete efficiency)
Ship total crew = 10

In that case the components will be greatly degraded, with the resulting efficiency as follow:
CMP1 = 60%
CMP2 = 50% (which would mean 50% of damage for a weapon)
CMP3 = 50%
CMP4 = 60%

What do you think of this idea ? Would it be balanced ?
I guess it would make crew killing weaponry more attractive and protection of crew quarter more important.
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  #70  
Old October 14th, 2006, 10:56 AM
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Default Re: SEV Beta History starting V1.0

Ship structure is only equal to the sum of structures of its components.

Hull-based hitpoints have nowhere to be applied.
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