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Old October 15th, 2002, 01:27 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Problems with "New" Organig Armour.

I have been tempted in the past to increase the 'resolution' of OA by making the components smaller. 10kt components, even with the same proportional level of damage and regen ability, would cause a much quicker reaction and make OA more effective. With the 'pre-emptive' regeneration now removed, it might now actually be a necessary change to get the proper advantage from the special ability. I'm not sure there's any case where size is an advantage for armor, come to think of it. The ratio of space kt/damage kt is all that matters.

[ October 15, 2002, 00:29: Message edited by: Baron Munchausen ]
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Old October 15th, 2002, 01:36 AM
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Mylon Mylon is offline
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Default Re: Problems with "New" Organig Armour.

Aye... The smaller the armors, the better the representation of how it's supposed to work. If you could have 10,000 armors of size 1T, that'd supposedly work better than 1 armor of size 10kT, but you have to break it off at some point for the purposes of avoiding some 50 clicks at 1kT a piece...
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Old October 15th, 2002, 04:38 AM
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Default Re: Problems with "New" Organig Armour.

Just to illustrate once again what I mean as "partial damage" : make a ship with one OA. Put it against another ship with just one DUC 3. Fire DUC, watch the result : OA ship has damage 30. Next turn - there is no regeneration and never will, same 30 damage. Keep firing and after while you get destroyed OA that did not regenerated at all. To get regenerations you need 2 or more OA on ship but still, at the end some regeneration points will still be lost when Last OA dies
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