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  #1  
Old May 22nd, 2003, 09:09 AM
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Default Mod mod mod....

For confirmation about component modding:

Size: define the space taken in the ship. The remaining speace is the < ship tonnage > - < size >.
Structure: the amount of degat the component must take before being destroy. Also the probability of being hit is p = < struct of component > / < total struct of targetable components >

Whixh means a very small soccer ball in titanium (very high struct) in the ship has much more chance to be hitten that a very big fragile (very low struct) mainframe computer.

[ May 22, 2003, 08:34: Message edited by: StarBaseSweeper ]
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Old May 22nd, 2003, 09:12 AM
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Fyron Fyron is offline
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Default Re: Mod mod mod....

No. Size is irrelevant in determining what gets hit. Hit points are what determines that. Components with fewer hit points are less likely to be hit than components with more hit points. Except possibly components with armor ability. They might be the other way around, but it is difficult to test properly. But non-armor components are definitely more hit points, more chance of being hit.

[ May 22, 2003, 08:13: Message edited by: Imperator Fyron ]
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Old May 22nd, 2003, 09:40 AM
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Default Re: Mod mod mod....

Quote:
Originally posted by Imperator Fyron:
No. Size is irrelevant in determining what gets hit. Hit points are what determines that. Components with fewer hit points are less likely to be hit than components with more hit points. Except possibly components with armor ability. They might be the other way around, but it is difficult to test properly. But non-armor components are definitely more hit points, more chance of being hit.
Heu... That's what i wrote isn't it? The small very hard ball is more likely to be hit than the big very fragile computer, even thought the computer is bigger, as it has less hit point.

A misunderstanding?

EDIT: I was thinking maybe this should be added in your modding tutorial, specifying that to have a high struct is an advantage compare to weapon damage, but to have a hich struct compare to other components is a big disadvantage. Else people, like me, may think it is good to have an improved MC with a lot of struct to be very resistant (which is very bad idea, only protect better against MC Only weapons).

[ May 22, 2003, 08:50: Message edited by: StarBaseSweeper ]
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Old May 22nd, 2003, 04:05 PM
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Default Re: Mod mod mod....

Armor:
Smaller hitpoints get hit first.

Non-armor:
Larger hitpoints gets hit first.

Plus a healthy dose of randomness.
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Old May 22nd, 2003, 06:53 PM

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Default Re: Mod mod mod....

Quote:
Originally posted by Suicide Junkie:
Armor:
Smaller hitpoints get hit first.
I can understand the math for Larger Gets Hit First, but can you explain to me how this strangeness works?
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Old May 22nd, 2003, 07:43 PM

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Default Re: Mod mod mod....

Most likely something like this:

Add all the armor components. Pick one at random. Since there are probably -more- of the smaller components, they are more likely to get hit..
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