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  #1  
Old December 18th, 2006, 02:13 PM
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Default Re: SE V: Unique Abilities And Ideas

I said "almost" because there are overkill issues and poor targetting strategies that can affect it.

Did you not read the statistical distributions I posted?
Compared to 99% chance of shooting down the first N missiles and then 0% chance of shooting down any more, that's pretty obvious.

I figured you were getting confused on something more subtle.
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  #2  
Old December 18th, 2006, 02:52 PM
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Default Re: SE V: Unique Abilities And Ideas

No that would be it, nothing exciting or wonderful or colorful. I figured you were fudging the whole 99% hit thing due to frustration with me. If that is stock it needs replaced ASAP. No wonder I don’t play it.
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  #3  
Old December 18th, 2006, 06:06 PM
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Default Re: SE V: Unique Abilities And Ideas

The underlying idea is that more shots with less accuracy is what is needed to spread the probability curve.
That combined with the fact that a small accuracy bonus becomes very significant when the total accuracy is low (consider 10% vs 5% accuracy) because of the accursed additive modifiers.

The only safe, low accuracy value is -999% to ensure everybody gets exactly 1%, and not 2% or 5% due to racial bonuses.

If only Aaron had gone with a better accuracy calculation, such as Accuracy = (Offense / (Offense+Defense))
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Old December 18th, 2006, 08:37 PM
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Default Re: SE V: Unique Abilities And Ideas

Is Aaron going to fix the problem with the most beneficial bonus not being used for some of the abilities? For example I have the engine in my TC that cuts missile damage down -90%. I also have a component that should reduce missile damage by -95%. The problem isn’t that SE5 is stacking (thank God!) the problem is that it doesn’t see the -95% is better and instead it uses the -90%. I reported it to Aaron but figured maybe something had been mentioned since I don’t see it in the patch log.
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Old December 18th, 2006, 11:15 PM
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Default Re: SE V: Unique Abilities And Ideas

Heh. I betcha it is just using the biggest value, even though biggest isn't always best.
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Old January 13th, 2007, 12:36 AM

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Default Re: SE V: Unique Abilities And Ideas

I wonder...if you were to add "Submarines" into the game as a seperate class, what would you call them? The only things I can think of is "Raiders" "Stealth <insertclasshere>". I thought about interdictors but that doesn't fit.
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Old January 13th, 2007, 01:01 AM
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Default Re: SE V: Unique Abilities And Ideas

How are you using the "Submarine"? Is it a ship, a fighter, a unit like drones? Whatever you intend to use it as; is what you will add it as. If you are looking for something in specific that you want to add flesh out the details and one of use can build it for you. As it is now I'm afraid your question is too vague for me to answer clearly.
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