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Posted

You know guys, how much damage your armour can take isn't much of an issue if you use things like ECM and, y'know, move now and then ;-)

The "sitting duck" tatic really doesn't work in BCM ;-)

Steve

Posted

I don't mean to sound rude or anything here (please don't eat me ), but I've been doing all sorts of maneuvering so as to expose different parts of the ship, but it is still completely gutted at 80%. Really, the logistix computer was one of THREE systems above 15%, not including hull/armor (there's at least 20 or 30 total). Even if they blew a hole in my armor, how did they succeed in knocking out virtually EVERY system on the ship?! I've never seen any other ship that, when damaged, was at 5 int (mean of all interior systems).

Starstations, for example. I tried even turning off my PTA turrets and focused my IOD on one spot on that station. It's hull was about 20% before it's internal hit 80%. I don't mean to offend anyone, but no one has mentioned that NPC ships lose most of their armor before taking significant internals.

Sorry if I seem abrasive here, but these observations don't agree with the way SC says it should work. It's your game, make it the way you wish. Just my $0.02.

EDIT: I really need that new keyboard. The S key is still unresponive.

[ 12-06-2001: Message edited by: Urza ]

Posted

Yeah, I second that. I was fighting against an NPC carrier. Got his shields, started hitting his armour, and only when his armour fell below 30% did I start seeing those 4 numbers (engine, weapons, reactor, launch bays) in CVD begin to decrease. In my case, as soon as my shields are gone and armour begins taking damage all my systems even the 4 mentioned above are almoust instantly rendered useless. It would really be nice if non essential systems were damaged first and the primary ones to go last, kinda like in the AIs case.

Posted

I second that

it would be nice if internal systems would talke damage after armor falls below 50 or so this way some one could argue that armor on one part of the ship was comletly destryed. but when u take 7% armor damage and 4 of your subsystems are gone to 5% just doesnt seem right.

Posted

The calculation for NPC and your ships are the same. The 4 average systems on the NPC are displayed only as a cue for you, since those are primary systems. In fact, you have a better advantage than an NPC because you have more systems in most cases. The shield, armor and overall integrity are not related to each other in any shape or form. They are all independent.

That algorithm has not been changed since the first BC title. Why? Because it works. It is accurate. Thats how I designed and developed it to work. I'm not changing it. Period.

If I continue to see senseless posts in this thread, I'm going to close it.

Posted

We werent asking to change it, just talking about it. And SC when was the last time u paid attention to anything that starts with

"It would be nice if..."

*Looks around and walks away from the thread*

Posted

quote:


Originally posted by EAGLE:

We werent asking to change it, just talking about it. And SC when was the last time u paid attention to anything that starts with

"It would be nice if..."

*Looks around and walks away from the thread*


*whack*

Now, siddown

Posted

Yup guess i had that coming

Then again u guys know that here u can only run as far as functional air lock

*Starts looking around with paranoia*

Posted

quote:

Originally posted by EAGLE:

...it would be nice if internal systems would talke damage after armor falls below 50 or so this way some one could argue that armor on one part of the ship was comletly destryed. but when u take 7% armor damage and 4 of your subsystems are gone to 5% just doesnt seem right.

If it helps, why not try thinking of your favourite submarine movie. The depth charge explodes, not close enough to destroy the sub. Inside the ship, steam comes out of pipes, engineers turn valves, pilots bang noses on conn, sonar operators rip their headsets off etc. Yet the hull/armour of the submarine is still relatively intact, since if it wasn't, then there'd be a whole load of extra problems.

Another way to think of it is that while the human/robot operators were being thrown about, stunned, etc., or running to fix other stuff, the systems might take some damamge from the lack of care being paid to them. I dunno exactly what level of supervision a radine reactor requires, but I'd take a wild guess at "constant"

Off to go home and play......

Smiley

Posted

Looks at a close door. Checks it not locked. Pulls out a flashlight and turn it on. Then just walks in and looks around "Hello!!" "HELLO!!!" "Anyone here!" Look around again just walks out. "Ack no one everyround when I come. hmmmm!"

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