I believe that question covers all three of my major points
In a generic combat action, it takes 10 turns before the combatants meet in the middle of the tactical map. The guy with organic armor will have stored up enough points to completely refresh his armor about 2 times.
Each enemy ship will attack, and your armor gets damaged as if the OA ability was not there.
At the end of the round, if you have at least one of every OA component type still surviving, the armor will be repaired.
Note that if you have one OA I, and twenty OA III on a ship, if your OA I gets destroyed, you lose all your organic armor regen.
IIRC, OA I has 10 ability points, and 100 hitpoints.
Assuming you have one OA I:
- OA builds up 100 regen during 10 turns of travel towards enemy.
- Enemy does 99 damage
- round ends
- all armor components are intact, nothing happens
- Enemy does 1 damage, destroying the only OA I
- round ends
- All copies of OA I have been eliminated, so all regen stops, and nothing happens.
Given 3 OA I's;
- 300 points of regen are built up before reaching weapons range.
- enemy does 150 damage, destroying one OA I, and leaving 50 "spillover damage"
- turn ends (add 20 points of regen from surviving OA I's)
- at least one of every OA ability component installed on the ship remains intact, so:
- The OA is repaired, leaving 220 regen points.
- Enemy does 150 damage +50 spillover, destroying 2 OA I's.
- turn ends (add 10 points of regen)
- at least one of every type of OA component survives, so the leftmost armor (in design view) is repaired, leaving 130 regen. Following along, the next damaged OA is repaired, leaving 30 regen.
- the enemy misses three times, and the stored regen adds (30+30+30+30 = 120)
- The Enemy hits for 200 damage, destroying 2 OA I's
- turn ends (add 20 points, 140 total)
- at least one of every component with regen survives, so the leftmost damaged armor is checked & repaired, leaving 40 regen. The second damaged armor is checked, but it requires 100 regen to fix, and SE4 moves on. (If there was a damaged engine (20 hitpoints) with armor regen ability, it would be repaired here)
- Ememy hits for 200 damage, destroying 2 OA I's
- turn ends (add 0 points, 40 total)
- one of the component types with regen (OA I) has lost all copies. No further regen occurs. (if there was a damaged engine with armor regen ability, it would not be repaired at this point)
- Enemy does 150 damage, destroying 5 engines and a lifesupport, and a meson bLaster.
- etc
[ 11 January 2002: Message edited by: suicide_junkie ]