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  #1  
Old April 19th, 2008, 01:34 PM
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Default Re: Ablative Armor

Emissive is the opposite of ablative.

Logically, ablative armor *ablates*. Which means part of it is permanently lost after each hit.

Emissive armor, on the other hand, does not take any damage from small hits, typically at the expense of having fewer hitpoints per kt.
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Old April 20th, 2008, 06:07 PM
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Default Re: Ablative Armor

Okay - I get that THIS was a bad design, so to speak.

But, now I'm thoroughly lost. I don't even know HOW that armor is considered so tough?

I don't have a clue how to incorporate, or even WHAT, leaky armor is. I'm still new to the Modding aspect of SEIV, though some areas I get better than others.
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Old April 20th, 2008, 06:42 PM
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Default Re: Ablative Armor

It is tough, because it has 15 hitpoints per kt!

You could spend 10kt of space on a standard armor, and get 40 hitpoints at max tech.
Or you could spend 10kt of space on your new armor, and get 150 hitpoints at max tech.

150 >> 40


Leaky armor is simply inert components without the armor ability, and which have a high number of hitpoints per KT.
Damage to internals is applied via a "hitpoints lottery" type system:
If you have 950 hp worth of leaky armor, and 50 hp worth of other internals, then (950/1000) 95% of the time, weapon damage will randomly pick an armor component to damage.

You can see how this provides excellent protection while still leaving a chance of damage leaking through to internals

For further details on the damage mechanics, bordering on the nitty gritty see:
- DEF 200 : Damage Theory
- DEF 340 : Armor Mechanics
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Old April 20th, 2008, 08:55 PM
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Default Re: Ablative Armor

You can get up to speed with mod concepts like Leaky Armor here:

http://home.spaceempires.net/modworks-concepts.html
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Old April 20th, 2008, 09:07 PM
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Default Re: Ablative Armor

Okay - Thanx guys. I'll take a peek at those and see how things work.

Thanx for all the help and advice
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Old April 21st, 2008, 06:49 PM

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Default Re: Ablative Armor

Yes and no, ablative armor on, for example, a main battle tank, is not going to be destroyed by everything that hits it, if that were the case small-arms fire would be the bane of every armored tank.

Strictly speaking ablative armor as we know it, is not possible in SE4. The purpose of ablative armor is that it basicly destroys itself in order to prevent or reduce damage from an incoming projectile.

To me it seems that emissive is the closest thing SE4 really has to offer, and considering that early ablative armor used rubber (either as a filler between two armor plates, or as a backing) to reduce damage, it seems appropriate. In any case, since this is a game, we're allowed to stretch/alter/change traditional meanings.
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Old April 21st, 2008, 07:53 PM
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Default Re: Ablative Armor

Ablative armor is the most directly implementable form of armor in SE4... You burn off the outer layer to prevent the ship from taking any real damage. Ablative armor is directly represented by raw hit points. Making it come in tiny chunks makes it burn off all the faster, as well as making it harder to repair than big pieces of "regular" armor.

Emissive armor is exactly not what ablative armor is; emissive is a magic, limitless reduction effect, which negates damage without any commensurate reduction in strength. Think of a mirror reflecting a laser beam.
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  #8  
Old April 22nd, 2008, 12:06 AM
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Default Re: Ablative Armor

So - here's the question - How would YOU work up Ablative Armor?
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Old April 22nd, 2008, 01:30 AM
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Default Re: Ablative Armor

1kt size, 12-20 hp/kt, without armor ability.
Or,
1kt size, 6-10 hp/kt, with armor ability.

I would probably add a 3kt option, with 75% of the hp/kt of the above. Research would go through standard armor, then the 3kt stuff, and finally the really ablative 1kt stuff.


In fact, I even made a mod for the SE4 classic demo which added such armor.
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Old April 25th, 2008, 02:06 AM
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Default Re: Ablative Armor

Quote:
Suicide Junkie said:
1kt size, 12-20 hp/kt, without armor ability.
Or,
1kt size, 6-10 hp/kt, with armor ability.

I would probably add a 3kt option, with 75% of the hp/kt of the above. Research would go through standard armor, then the 3kt stuff, and finally the really ablative 1kt stuff.


In fact, I even made a mod for the SE4 classic demo which added such armor.
This sounds dead-on, but try as I might I can't seem to figure out how to write it up, or get it researched
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