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February 3rd, 2003, 09:55 PM
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Re: Ramming Damage
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You can't mod a true one shot weapon, but you can mod one with a 30 reload rate. Not sure if that would do exactly what you want, but it might come close.
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That supprises me. Other components have the "may only be used once" or "destroyed after use" ability. this wouldn't work on the warhead? shame.
Edit in: Of course, it would have to be repaired afterwards, indicating a "replacement" warhead installed.
[ February 03, 2003, 20:00: Message edited by: couslee ]
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February 3rd, 2003, 09:57 PM
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Re: Ramming Damage
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Originally posted by couslee:
tbontob. I have seen that too. Had a ramming colony ship gets destroyed ramming a lighter ship ship too.
Thats is why I was thinking about maybe modding the warhead to a range 1, use 1. At 1000 minerals each, you should get more benefit than it gives.
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Except for one game, I have been playing the standard non-modded 1.78 game.
But now I remember, the colony ship which was destroyed was in The Great Experiment II and the players colony ships were modded to allow them to have greater range. And it was my colony ship vs the AI's. Could a modded colony ship have skewed what should normally have happened?
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February 3rd, 2003, 09:57 PM
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Re: Ramming Damage
The default values in settings.txt favor the target, not the rammer.
I think the main reason for this, and for making ramming warheads expensive and not very powerful is balance, and the fact that the ramming mechanic isn't very realistic or fair. Since the current mechanic makes it pretty easy to ram even faster ships (or drones or even FIGHTERS), ramming has to be disadvantaged some other way, or it will become a better strategy to build lots of ram ships than to invest in real weapons and sensors and stuff.
IMO, reducing the damage from ramming is a hack solution, but I also think it is far better than letting ram ships dominate. Ideally, the ramming mechanic would actually make sense. It wouldn't be automatically successful, and would be impossible or nearly impossible to ram faster or more maneuverable targets, especially fighters.
PvK
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February 3rd, 2003, 10:00 PM
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Re: Ramming Damage
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Originally posted by PvK:
The default values in settings.txt favor the target, not the rammer.
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PvK, are you saying that it is the reverse and it is the rammer who is likely to take 100 damage and the defender 60?
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February 3rd, 2003, 10:02 PM
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Re: Ramming Damage
Ok, now I am confused. Can anyone post some math that shows how mass (rammer and rammee), warhead strength, and the settings.txt entries add up?
Also, what happens if 2 rammers meet? I would guess that the one to move Last is the rammer. But what happens if the rammee has a cobalt warhead? Is it similar to drones in that it would not explode but only add mass to its ship?
Slick.
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February 3rd, 2003, 10:16 PM
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Re: Ramming Damage
Quote:
Originally posted by PvK:
The default values in settings.txt favor the target, not the rammer.
I think the main reason for this, and for making ramming warheads expensive and not very powerful is balance, and the fact that the ramming mechanic isn't very realistic or fair. Since the current mechanic makes it pretty easy to ram even faster ships (or drones or even FIGHTERS), ramming has to be disadvantaged some other way, or it will become a better strategy to build lots of ram ships than to invest in real weapons and sensors and stuff.
IMO, reducing the damage from ramming is a hack solution, but I also think it is far better than letting ram ships dominate. Ideally, the ramming mechanic would actually make sense. It wouldn't be automatically successful, and would be impossible or nearly impossible to ram faster or more maneuverable targets, especially fighters.
PvK
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The only favorable thing for the target I read is shields work for the target, but not the attacker.
And considering the cost both mineral wise and KT used is balance enough IMO. A fleet of ramming ships would be very expensive to build.
The way I would mod the weapon is this (I know very little about modding, so don't go nutso if I say something that won't work):
Range: 1
Ability: may only be used once
Cost: maybe increase it 150%-200% (2000 minerals)
Mass: double it to 100kt
**damage resistance: leave at 50, or reduce to 20 or 25
If too powerfull, reduce the damage done from 100, 200, 300 per level to 75, 150, 225 (-25%).
Instead of veiwing it as a hard mount ramming warhead, view it as a detachable ramming warhead.
As it is now, they are useless. Why even have them in the game when you get better ramming numbers using cheap-*** armor.
**Late edit: lots of cross-posting and speedy replies.
[ February 03, 2003, 20:28: Message edited by: couslee ]
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February 3rd, 2003, 10:17 PM
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Re: Ramming Damage
Aha, I was all wrong.
The tonnage of the other ship does matter, and the advantage from settings does go to the target.
The rammer gets damage equal to 100% of the structure of the target. The target gets damage equal to 60% of the structure of the rammer.
So a smaller * ship ramming a larger ship will always be destroyed. A larger ship ramming a smaller ship will not be destroyed. It might not necesarily destroy the smaller ship though on the first ram. It depends on the size difference between the two.
And it does appear, but I am not certain yet, need to test it more, that only intact comps are factored into the damage. Not positive either how the warhead is factored in, but I will let you knwo if/when I figure it out.
Geoschmo
*EDIT: Smaller and larger are not technically correct. Since a ship can be smaller and have more strutcure since armor and other comps can have more structure then they take up in space. The critical number is structure not size.
[ February 03, 2003, 20:19: Message edited by: geoschmo ]
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