|
|
|
|
|
April 19th, 2002, 04:41 PM
|
Corporal
|
|
Join Date: Jul 2001
Location: Oakland,Ca,USA
Posts: 51
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
emissive armor
This has probably already been asked and answered but does emissive armor stack? ie; if I have two components that ignore 40 points each is my total 80? Or is only one component per ship active?
|
April 19th, 2002, 06:43 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: emissive armor
Only one component is effective per ship, and if you are hit for 41 points of damage, that "ignore 40 damage" emissive armor does nothing.
Sad but true.
__________________
Things you want:
|
April 19th, 2002, 08:25 PM
|
Major
|
|
Join Date: Apr 2001
Location: Rosario, Argentina
Posts: 1,047
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: emissive armor
It's not sad, it's how it's always been described and how it should work.
If you wanted it to work somehow else, then you were wishing for a new ability.
The emissive armor bug was that damage was not being comletely ignored but somehow stored as partial damage and eventually added to a more than 41 shot negating the usefulness of the ability.
And another problem is that fighter shots DO stack, a group of 5 fighters armes with a 20 damage weapon do 20*5=100 damage in one shot, make this ability useless against fighter weapons, that are most of the low damage weapons they should protect you from.
|
April 19th, 2002, 09:49 PM
|
Sergeant
|
|
Join Date: Jan 2002
Location: Sacramento, CA
Posts: 364
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: emissive armor
I like to call it dismissive armore myself
|
April 19th, 2002, 10:01 PM
|
Corporal
|
|
Join Date: Jul 2001
Location: Oakland,Ca,USA
Posts: 51
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: emissive armor
So if only one per ship is effective what about bumping up the damage amount that the armor blocks. To say something like 100 or more
|
April 19th, 2002, 11:27 PM
|
First Lieutenant
|
|
Join Date: Sep 2000
Location: Texas
Posts: 626
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: emissive armor
Indeed. The fighter weapon stacking damage seems to be the biggest problem here. It should fire all weapons of similiar type as a stack but discontinue all the damage if the basic damage of the weapon is lower than emissive. Or something that would make it an anti fighter armor.
__________________
Oh hush, or I'm not going to let you alter social structures on a planetary scale with me anymore. -Doggy!
|
April 19th, 2002, 11:36 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: emissive armor
quote: It's not sad, it's how it's always been described and how it should work.
If you wanted it to work somehow else, then you were wishing for a new ability.
Emissive Armor went from cool to useless between SE3 and SE4. It has not always "worked" this way.
The way to restore the Emissive Armor to glory (IMO) is to have it work the way it does now, except trigger whenever the component with that ability is hit.
If the damage hits and destroys your crystalline armor, you'd get no emissive effect.
If the damage hits your emissive armor for 41 points of damage, you'd get no emissive effect.
If the damage destroys your Organic Armor, and the remaining 30 points hits your Emissive armor, the emissive ability kicks in and your emissive armor is unhurt.
quote: So if only one per ship is effective what about bumping up the damage amount that the armor blocks. To say something like 100 or more
You could, but it would still be completely useless against any large mount weapons, plus, escorts, frigates and destroyers would be next to useless in combat one EA comes out.
The unmodded game dosen't need more disincentives to choosing smaller hulls.
[end rant]
__________________
Things you want:
|
April 20th, 2002, 03:29 PM
|
Private
|
|
Join Date: Apr 2002
Posts: 4
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: emissive armor
You could always code it to repair itself every combat turn, and give it 30kt hp, that way, if it isn't destroyed, it regenerates to full...
and the spillover from other emissives could take out other emissives... until it was little enough to negate it =D
|
April 20th, 2002, 03:56 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: emissive armor
quote: You could always code it to repair itself every combat turn, and give it 30kt hp, that way, if it isn't destroyed, it regenerates to full...
Isn't that organic armor?
quote: and the spillover from other emissives could take out other emissives... until it was little enough to negate it =D
That's how I'd use it to simulate the classic SE3 EA.
It gives many other modding options too.
__________________
Things you want:
|
April 20th, 2002, 04:36 PM
|
Corporal
|
|
Join Date: Jul 2001
Location: Oakland,Ca,USA
Posts: 51
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: emissive armor
So what we're talking about here is modding the emmisive to mimic organic armor. The only problem I see with that is that then takes away an advantage with the organic ability.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|