Re: SE4 weapon index
My formula there has the benefit of only having one multiplication/division, given Aaron's tendency for pure +/-.
If you multiply everything together, how would you avoid going over 100% when including a component such as combat sensors?
It seems to me you'd have to frame everything in terms of decreasing penalties (CS1=0.5, CS2=0.6, etc), and you would have to include a default value for ships with no sensors which is not 1 or 0.
__________________
Things you want:
|