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May 7th, 2002, 06:07 PM
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Corporal
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The Wonderful World of Armor
I cant get enough of armor... somehow, even though it really would be a bulky tradeoff when you think about it (armor for shields), I just love the lightweight armor concept, and my ideal vessel is very lightly shielded, with an emphasis on its defensive alloys, a Cynapse material known as "Dexadyne Plating."
After much internal debate about what to do with this armor, I finally was able to let it rest with a minor amount of armor regeneration (technobabble: an internal 'fusion grid' which helps contain its integrity during structural stress) and the standard emissive rating of 30 (due to reflective outter plates....I would have opted for less, but 30 is almost useless anyway)... Granted, this makes emissive armor obsolete, but isnt it already? *lol*
Together though the abilities click nicely, a mild armor regen (via expensive 20 kt plates - slight advantage due to size, although organic still outweighs it) coupled with the emissive properties makes it a nice choice for my people, as the armor is lightweight, yet offers decent protection without relying on shields. (Can anyone tell I am a fan of Enterprise's hull plating and lack of shields? I've always been towards that, tis why I liked b5)
Anyway, I'm interested in hearing about other armor creations or armor strategies... Ya gotta love armor, its solid, built in, and takes the brunt of mines and storms... Any input? Heh, pictures are nice too.
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-the Kaiser
You are now experiencing what we call... a Cylapse.
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May 7th, 2002, 06:11 PM
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Corporal
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Re: The Wonderful World of Armor
Sidenote: Regarding emissive armor only, I happened to notice Last night that Emissive wasnt really preventing the damage from hitting the armor when it was < 30, but rather, it applied it, then seemed to heal it back next turn. Was I tripping?
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-the Kaiser
You are now experiencing what we call... a Cylapse.
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May 7th, 2002, 07:23 PM
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General
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Re: The Wonderful World of Armor
Emissive armor has exhibited a lot of odd behaviors as MM has tried to get it to work as it is supposed to. I think it currently still does not work as it is supposed to.  But if it worked properly it would reduce the damage by the rated amount even if it exceeded that amount. In the past it has just had no effect when the damage exceeded the rated amount. It sounds like you'd not get the benefits if you destroyed the armor in a single shot in the current arrangement. I haven't tested lately to see exactly what it does.
As for modified armor schemes, I have been using an 'internal armor' idea that appeared here some time ago. Just make 'plates' of armor (components with greater 'damage' points than 'size' points) without the armor ability. Place them in the ship with the functional components and they tend to soak up damage and keep the ship functioning longer. Unfortunately I don't know how to get the AI to use them.
[ 07 May 2002: Message edited by: Baron Munchausen ]
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May 7th, 2002, 07:43 PM
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First Lieutenant
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Re: The Wonderful World of Armor
quote: Originally posted by Baron Munchausen:
As for modified armor schemes, I have been using an 'internal armor' idea that appeared here some time ago. Just make 'plates' of armor (components with greater 'damage' points than 'size' points) without the armor ability. Place them in the ship with the functional components and they tend to soak up damage and keep the ship functioning longer. Unfortunatel I don't know how to get the AI to use them.
See PvK's Proportions mod, it contains such an armor model for standard and emissive armor without armor ability. It works nicely.
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May 7th, 2002, 08:18 PM
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Re: The Wonderful World of Armor
Ya, I'm pretty happy with the armor types in Proportions. I think Proportions' high-tech armors have more of an "emissive" effect than the emissive ones. The thing I like most about the system I use is that armor isn't "shot off" the ship the way it is in the standard game, and it is still possible to damage an armored ship's components with a lucky shot (as in real life - see accounts of actual battleship damage such as Bismarck, etc.).
As for how emissive currently works, I believe it is simply that damage below the E-level in a single shot or fighter group volley will be ignored. Damage above that, and the E-level is ignored. Makes for an annoying fine line between invulnerability and pointlessness. The SE3 system of emissive was much more interesting, but was based on damage being allocated in a different way. Ah well.
Baron, to get the AI to use a certain kind of armor, you can use the "bogus ability" method to tag it and then request it by that ability in the AI design files.
PvK
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