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  #11  
Old May 9th, 2001, 07:05 AM

Phoenix-D Phoenix-D is offline
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Default Re: Pods

Do weapon damaging weapons still hit weapons marked as "armor" like this?

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  #12  
Old May 9th, 2001, 06:18 PM

nerfman nerfman is offline
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Default Re: Pods

One thing that would be interesting would be to change the way armor skipping weapons work. Change them so if they get through shields, then they would randomly pick from all components. You may have to increase the damage of shard cannons to compensate, but it would make sense that armor skipping weapons would probably damage at least some armor. Of course the change probably requires hard coding and isn't that major (and manu would probably disagree) so I don't imagine that it will be in the works anytime soon.
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  #13  
Old May 10th, 2001, 03:38 PM
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Default Re: Pods

quote:
Originally posted by nerfman:
One thing that would be interesting would be to change the way armor skipping weapons work. Change them so if they get through shields, then they would randomly pick from all components. You may have to increase the damage of shard cannons to compensate, but it would make sense that armor skipping weapons would probably damage at least some armor. Of course the change probably requires hard coding and isn't that major (and manu would probably disagree) so I don't imagine that it will be in the works anytime soon.


A better idea (as long as we're talking hard-code changes) is creating another Category; something like "first internals" or something, to represent items that should be hit first (after shields/armor are down or skipped). I'd even go so far as to create a "Last internal" Category, for things that would be designed to survive as long as possible (like, say, a "battle bridge"; bigger, more expensive, etc. than regular bridge; acts as an auxiliary control, so you have to use regular bridges as well, but the battle bridge would survive until the rest of the ship is destroyed).
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  #14  
Old May 10th, 2001, 03:54 PM
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Default Re: Pods

I quite likd the way SIII handld all this actually, with the inner/ outer hull & armour level. I you could decid for yourslf how many levels you wanted and how much you could put on each level, that might solv some of these armour problems (armour skipping, shield skipping, mixing armour types...

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  #15  
Old May 10th, 2001, 06:29 PM

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Default Re: Pods

I really like the added design control of SE III as well. You had a lot more control over how your ship took damage and the system also limited how much armor was practical to use which I liked sense it helped really made getting larger ships more important.
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  #16  
Old May 10th, 2001, 09:14 PM

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Default Re: Pods

quote:
Originally posted by nerfman:

Making external mounts ammo is something I like, but it does have one querky drawback. Armor skipping weapons will automatically skip these. I realize this is a not a huge deal, but it still just doesn't "feel" right. I don't know, maybe its the lesser evil.



Another little quirk I found with external mounts counting as armor, the AI will happily substitute them for armor early on in the game until it has researched chemistry and armor. I'm guessing it will eventually use the regular armors since they provide a better damage capactiy to weight ratio. Right now their ships pick a pretty heavy weight punch in the opening salvos though.

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  #17  
Old May 10th, 2001, 10:12 PM

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Default Re: Pods

I noticed that playetesting devnull mod 1.3. The terrans I am fighting are using mini-PD mounts as armor. Doesn't stop my heavy DUC V's very well though.
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