No actually, I heard it was if you have 2.5 armor, the damage taken is decreased by 2.5.
That's from where the vanilla vulnerability comes, cause the code was not good for the armors in vanilla ships, so it is corrected in 4.85.
I think so at least.
<span style="font-familyalatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
' Wrote:Armor upgrades simply multiply the ship's base armor by a certain amount. The damage taken remains the same, the ship just has more HP.
Open up your .ini's, play around, and you'll see what I mean:P
The ship's hull points remain the same, they simly take 2.5x less damage, and nanobots resotre the same amount, so they restore 2.5x the damage taken, in a manner of speaking, since they still restore the normal 600 points... it just takes 2.5x longer for you to lose those 600 points.
Trust me, I -do- know what I'm talking about, or at least the basics, but that's enough.
' Wrote:No actually, I heard it was if you have 2.5 armor, the damage taken is decreased by 2.5.
That's from where the vanilla vulnerability comes, cause the code was not good for the armors in vanilla ships, so it is corrected in 4.85.
I think so at least.
Interesting.. I still stick by my theory though. The vanilla vulnerability you mentioned is to do with the vanilla hitboxes being divided into seperate components, multiplying ordinance damage by a factor of 'lolpwnt'.
A vanilla ship with x2.5 armor does infact have 2.5 times its stock armor as far as I know.
The fix you speak of involves 'merging' all the components in the vanilla ship's hitbox into one hitbox, like the non-vanilla ships. Again this is as far as I know. A member of the dev team would be appreciated in this discussion..
EDIT: Didn't see your post there Trin.. Could you post a piece of the .ini code to back that up? Would be much appreciated.
EDIT II: Referring to the post below... how did you make the components 'immune' to the extra damage?
' Wrote:A member of the dev team would be appreciated in this discussion..
That would be me.
And you are correct, Vanilla ships took more ordinance damage due to the components in their hitboxes, but this wasn't fixed by merging the components together, as you can still lose wings etc. to gunfire, we just made them immune to the ordiance extra damage.
Theoretically, shouldn't the descriptions on the Armor Upgrades be enough of a reason to limit one's level via RP?
For example, the Mk III or IV are the only ones mentioning pirates' usage, so shouldn't a Liberty Rogue or Blood Dragon only want to go up that high, in RP?
The higher levels state that they were developed for the hostile environments of the Edge Worlds... so shouldn't Liberty Police be using something on the lower scale?
':-)
' Wrote:Theoretically, shouldn't the descriptions on the Armor Upgrades be enough of a reason to limit one's level via RP?
For example, the Mk III or IV are the only ones mentioning pirates' usage, so shouldn't a Liberty Rogue or Blood Dragon only want to go up that high, in RP?
The higher levels state that they were developed for the hostile environments of the Edge Worlds... so shouldn't Liberty Police be using something on the lower scale?
':-)
Problem then is that Liberty (the big, dominant powerhouse) will constantly lose to Outcasts (the underdogs) by virtue of Liberty fighters mounting mk 4s, while Outcasts mount mk 7s or 8s...