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Old July 28th, 2007, 02:23 PM
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Default Re: SE4 weapon index

Fyron, oh I see, yes.

SJ, that's an interesting formula I don't think I've seen before. Personally, I think it should work like actual independent causes or combined factors in mathematical probability, e.g. product[factors].
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Old July 28th, 2007, 02:39 PM
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Default Re: SE4 weapon index

My formula there has the benefit of only having one multiplication/division, given Aaron's tendency for pure +/-.

If you multiply everything together, how would you avoid going over 100% when including a component such as combat sensors?
It seems to me you'd have to frame everything in terms of decreasing penalties (CS1=0.5, CS2=0.6, etc), and you would have to include a default value for ships with no sensors which is not 1 or 0.
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