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  #1  
Old December 19th, 2003, 12:42 AM
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Default Re: Emissive Armor?

Perhaps I was unclear...
Rounding things off:
1kt non-armor, 10 hitpoints
vs
5kt non-armor, 35 hitpoints (B5 mod uses 7/50)

If you have 100kt of space spent, you get 100 of the light armor, for 1000 hitpoints... VS 20 of the heavy armor for 700 hitpoints.
...With B/LS/CQ/6engines and guns behind that...

What happens is that you have a greater probability of sustaining damage to your engines and/or guns if you use the light "armor", despite the fact that it has more hitpoints total.

Of course, once the "armor" has taken a lot of damage, the extra protection percentage falls off.
And if your ship was destined to be destroyed by the first volley of a large fleet, the light armor would sap more ammo from the enemy.

-----

The point is that early on in the battle, the tiny-chunk & stronger stuff lets more damage through to weapons & engines & stuff than the large-chunk & weaker stuff.
(Where stronger & weaker is measured in Hp/Kt)

[ December 18, 2003, 22:48: Message edited by: Suicide Junkie ]
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Old December 19th, 2003, 08:59 AM
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Default Re: Emissive Armor?

Damage is not assigned per point. All the damage from a shot is assigned to the same component, unless it gets destroyed. Then, the extra gets applied to a new single component.

Trust SJ. He is quite right on this.

[ December 19, 2003, 06:59: Message edited by: Imperator Fyron ]
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Old December 19th, 2003, 09:12 AM
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Default Re: Emissive Armor?

Quote:
Originally posted by Imperator Fyron:
quote:
If this bug is fixed in future, its value increases significantly.
It is not a bug, it is how the combat mechanics were designed.
Then it is designed poorly and should be fixed. It is not logical that enemy would 99 % of the combats hit first that same armor (expect with talisman and that only guarantees that you hit the ship, not one specific component in that ship).
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Old December 19th, 2003, 09:56 AM
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Default Re: Emissive Armor?

If that one armor component has a lot fewer hit points than the other armor components, it makes sense. It is the weakest part, so why not target it first?

I should also point out that the armor systems are bound to be integrated somehow, so the weakest part is likely to fail first, not Last. It makes 0 sense to say that one chunk of the hull is CA, one is EA. If that were the case, then the EA ability would not be in effect when CA gets hit, but it is. Given that, whatever the EA is doing is always getting hit and worn down, so it would be more likely to fail first.

[ December 19, 2003, 08:01: Message edited by: Imperator Fyron ]
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Old December 20th, 2003, 02:26 AM
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Default Re: Emissive Armor?

I don't think MM can change anything here. He would have to allocate variables to store damage to individual components instead of just one per ship. Now, if you have 20+ components per each ship, memory requirement and processing time will go through the roof in the late game battles. I would rather leave it as it is than to have SEIV run on ultra fancy computers only !
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Old December 19th, 2003, 07:52 PM
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Default Re: Emissive Armor?

It's logical that EA is destroyed first. In stock game it's bigger than standard armor, less durable and in order to reflect energy back to space it have to be located in the ship's outermost layer.

Quote:
Originally posted by Imperator Fyron:
Trust SJ. He is quite right on this.
I can't see anybody disagreeing with him on this. I just tried to explain why the heavy pseudo armor is better than the light even if the light has more hit points. Cyrien explained excellently what I tried to say.
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Old December 19th, 2003, 08:02 PM
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Default Re: Emissive Armor?

EA is actually destroyed (usually) Last when using standard armor, cause it has more hit points...
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