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April 16th, 2002, 08:52 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Combat simulator bug (v1.60)
Guys, calm down a tad. It makes it weaker, but even OA1 is still useful. I didn't say that partial damage recovery wasn't accumulated from turn to turn - it is. It just doesn't start until you actually take damage.
The ability to regenerate OA before it got hit was (is?) silly and unbalanced, no? This meant that a horde of OA ships was building up a massive defense ability before it ever even got hit.
I know from experience that OA (at least level 2 and 3, with more than one or two per ship) is still an extremely strong defense system (the more, the better) - a sweet counter to phased poloron beams, for instance.
Someone should test it, though.
PvK
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April 16th, 2002, 09:32 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Combat simulator bug (v1.60)
Ok, I ran a test, and I think it might have been reduced a bit, but it definitely is NOT fixed. That is, if a ship with six OA3 is hit for 720 points of damage relatively early in a combat, it will be down to one armor component, and might have two armor components the next turn, but if it doesn't get hit until turn 25, and then takes 720 damage, it goes down to one component, and then the next turn shows as completely healed, because it "pre-healed" 26 x 30 x 6 = 4680 magic pre-healing points.
I guess some players think this is ok, but I thought it was agreed this made no sense and was fixed. Oh well...
PvK
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April 17th, 2002, 11:38 AM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: Combat simulator bug (v1.60)
I wouldn't mind if it got changed to your "heals partial damage" model. I kinda didn't think of that...  I was thinking that NO regeneration occurred until a component was destroyed... silly me.
I agree that the magic pre-healing isn't all that great a thing. But I was just a little frightened (since I've already committed this race to a pbw game...). Sorry about having a fit on you like that.
Back on topic, though; so am I the only one who didn't have the OA regen in the combat simulator? Could no-one confirm my bug? Maybe I was just hallucinating, then....
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April 18th, 2002, 02:06 PM
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Lieutenant Colonel
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Join Date: Feb 2001
Location: iola, ks, usa
Posts: 1,319
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: Combat simulator bug (v1.60)
budda-bump
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April 18th, 2002, 02:49 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
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Re: Combat simulator bug (v1.60)
The thing about Organic armor that was fixed for gold was this:
Now, any OA component can heal any other OA component.
Before if you lost all examples of any component with OA ability, you would lose all OA ability for that combat.
That means, if you had one OA II on your ship and 15 OA III's, then losing the OA II at any time would make you forfeit all you regeneration abilities.
In Gold, you can now use more than one type of OA component, and have it always keep working. This benefits mods mostly.
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