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  #1  
Old October 8th, 2006, 09:29 AM

Barnacle Bill Barnacle Bill is offline
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Default Re: Proposed Damage System Overhaul

Quote:
Suicide Junkie said:
What you really want is emissive ability.

Reduce damage by a fixed amount so small shots kapwing off, and big shots mostly go right through.

Combine that with armor-as-inert-internals, and you can make holes.
Yes, emissive is pretty close to the idea except I'd want shields to work that way, too. Also there should be a limit by hull size on how much you can pile on. I'm really wanting to set up a situation analogous to real world naval combat c.WWI, where you have distinct tactical roles for large, medium & small ships. That would stem from small ships being unable to hurt big ones with "guns" but quite dangerous at close range with "torpedos". So, you need a balanced fleet - big ships pound each other at range, little ships to try to close with the big ones & luanch potentially devestating "torpedo" attacks, medium ships to to keep the little ships away from the big ships.
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Old October 8th, 2006, 11:33 AM
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Kana Kana is offline
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Default Re: Proposed Damage System Overhaul

Sounds alot like the Carrier Battles Mod...
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Old October 8th, 2006, 01:46 PM
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Default Re: Proposed Damage System Overhaul

Barnacle Bill said:
Yes, emissive is pretty close to the idea except I'd want shields to work that way, too.


Surely leaky shielding can be implemented in SE5 too.

Also there should be a limit by hull size on how much you can pile on.

Even easier done than said. Look up my thread on modding out LCX as early game warship for a method of limiting the number or percent of hull you can use for arbitrary groups of components.
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Old October 8th, 2006, 02:37 PM
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Default Re: Proposed Damage System Overhaul

You can also limit more simply than Fyron's example - look and see how engines are restricted in VehicleSizes.txt - you can do that for any component or ability.
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Old October 8th, 2006, 11:47 PM
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Default Re: Proposed Damage System Overhaul

Is emissive armor and the other special armor types working properly in SEV?
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Old October 9th, 2006, 09:33 AM

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Default Re: Proposed Damage System Overhaul

Are shields & armor at all dirrectional in SE5?

If not, what might get close to what I want would be to limit ships to one each but have "mounts" that can be used to put heavier armor/shielding on bigger ships.

I'd still like shield strength to remain constant until/unless the shield generator (inside the armor) gets hit, though.
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Old October 9th, 2006, 11:30 AM
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Default Re: Proposed Damage System Overhaul

Crystalline ability was abused to make leaky shields like that in SE4, and it works the same way in SE5.

Directional armor can be made thusly:
http://imagemodserver.mine.nu/other/...d_NewArmor.png

Shields are global.
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Old October 9th, 2006, 12:14 PM
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Ragnarok-X Ragnarok-X is offline
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Default Re: Proposed Damage System Overhaul

nice!
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Old October 9th, 2006, 12:15 PM
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Default Re: Proposed Damage System Overhaul

Thanks, SJ, so to make it directional the armor is placed in the "outer" slots instead of the "armor" slots?
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Old October 9th, 2006, 04:54 PM
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Default Re: Proposed Damage System Overhaul

Quote:
Suicide Junkie said:
Crystalline ability was abused to make leaky shields like that in SE4, and it works the same way in SE5.

Directional armor can be made thusly:
http://imagemodserver.mine.nu/other/...d_NewArmor.pngShields are global.
Do you think with abilities other than shields, like say the emmisive ability, can you get a directional shield like effect?

Also on damage, Yes its Shields/Armor/Outer/Inner, but what is the selection process of what in that layer gets hit first from that direction (Outer and Inner)? In SE4, it was if I remember correctly the biggest structure item, or it was more likely to be hit first as apposed to smaller structure items....

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