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  #1  
Old September 4th, 2002, 08:35 PM

Taz-in-Space Taz-in-Space is offline
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Default Re: Shield recharging components question...

Thanks Guys, now let me see if I understand.

Crystalline Armor will add to shields immediately
after a hit. While Shield Regenerators will only add to shields at the end of a combat round.
These components WILL stack. And most players think that in unmodded SEIV they are not worth the cost.

Seems to me that a combination of Emissive Armor and Crystalline Armor might be somewhat effective. (in the latest Version of SEIV)
Emmisive reduces by 30 and say Crystalline adds 20 to shields for a reduction of 50 each hit.
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  #2  
Old September 4th, 2002, 09:52 PM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Shield recharging components question...

Emissive and Crystalline will stack somewhat.
Emissive will get first shot at reducing the damage, and crystalline will add the remainder to the shields.

Crystalline is basically delayed-action emissive armor, since it reduces damage from the next hit, rather than the current hit.
Crystalline also provides a maximum protection of 50% damage absorption to low-hitpoint components. (Low hitpoint components = more than one destroyed with a single shot: vs WMGs, pretty much any component is a LHC.)
...Plus the boarding party defense...

If you combined Emissive and Crystalline, small-damage weapons could sap your shields and leave your ship open to boarding.

[ September 04, 2002, 21:02: Message edited by: Suicide Junkie ]
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Old September 4th, 2002, 09:58 PM
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Default Re: Shield recharging components question...

Quote:
Originally posted by Taz-in-Space:
Thanks Guys, now let me see if I understand.

Crystalline Armor will add to shields immediately
after a hit. While Shield Regenerators will only add to shields at the end of a combat round.
These components WILL stack. And most players think that in unmodded SEIV they are not worth the cost.

Seems to me that a combination of Emissive Armor and Crystalline Armor might be somewhat effective. (in the latest Version of SEIV)
Emmisive reduces by 30 and say Crystalline adds 20 to shields for a reduction of 50 each hit.
Don't forget that crystalline armor stack. 8 CA III + EA III makes you impregnable to weapons with less than 150 damage. Even against bigger guns, it will prolong you survival immensely
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Old September 4th, 2002, 10:20 PM
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Default Re: Shield recharging components question...

Quote:
Originally posted by oleg:
8 CA III + EA III makes you impregnable to weapons with less than 150 damage. Even against bigger guns, it will prolong you survival immensely
Not if I understand crystal armor it doesn't. The points get put to shields yes, but they also get applied to the crystal structure and the ramor gets destroyed. You might be impregnable to one shot from a 180 damage weapon, but the second shot will get through. You seem to be saying it's emmisive armor with the bonus of putting the points to your shields instead of just disapating it nowhere. I don't think that's the case.

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Old September 4th, 2002, 10:31 PM
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Default Re: Shield recharging components question...

Quote:
Originally posted by geoschmo:
quote:
Originally posted by oleg:
8 CA III + EA III makes you impregnable to weapons with less than 150 damage. Even against bigger guns, it will prolong you survival immensely
Not if I understand crystal armor it doesn't. The points get put to shields yes, but they also get applied to the crystal structure and the ramor gets destroyed. You might be impregnable to one shot from a 180 damage weapon, but the second shot will get through. You seem to be saying it's emmisive armor with the bonus of putting the points to your shields instead of just disapating it nowhere. I don't think that's the case.

Geoschmo

No,no, CA does not channel the damage inflicted in shot, but ALL damage registered to CA up to its upper limit. Example: you hit ship with 6 CAIII (recharge 90 points) with some weapon doing 90 damage. If there are no shields before hit, after the hit you get 90 points damage to CA and 90 points shields. Next shot, you fire second such weapon - you strip all shields but do NO damage to armor. Before next turn, CA miracuosly channel 90 damage to shield, leaving target ship in exactly same state as before !

BTW, this is not a bug, this is how MM wanted CA to work.
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Old September 4th, 2002, 11:01 PM
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Default Re: Shield recharging components question...

Quote:
Originally posted by oleg:
No,no, CA does not channel the damage inflicted in shot, but ALL damage registered to CA up to its upper limit. Example: you hit ship with 6 CAIII (recharge 90 points) with some weapon doing 90 damage. If there are no shields before hit, after the hit you get 90 points damage to CA and 90 points shields. Next shot, you fire second such weapon - you strip all shields but do NO damage to armor. Before next turn, CA miracuosly channel 90 damage to shield, leaving target ship in exactly same state as before !

BTW, this is not a bug, this is how MM wanted CA to work.
But this is not how others have described crystal armor working, unless I have totally misread them. What others have said is, taking your example, 90 points would be added to the shields on that first shot, BUT 90 points of damage would also be done to the armor itself. And by this process after a couple of hits your crystal armor is gone and you start taking damage to the ship.

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Old September 4th, 2002, 11:15 PM
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Default Re: Shield recharging components question...

Well, try it yourself If weapon hit is smaller than total CA ability, damage to CA stabilizes at weapon hits, If weapon hit is bigger than total CA, damage slowly goes up until first CA is destroyed. It will lower total CA recharge and will start CA meltdown. But it will suck a lot of damage in the process.
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