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Leaking Armor is back... Taking a run in SEV [ Digg ] Posted on Tuesday, August 3rd @ 9:30 pm GMT (2946 reads) |
Not in it former glory of Space Empires IV however there is a way on implementing it.
It takes on the function of damage types. The file is accessed when ever damage is about to be applied to any component. Unlike weapons that are locked after they are designed, damage types can alter after the weapon has fired. this leaves use with the random function. If the make a damage type that have a 1 in 5 chance to not be capable of targeting armor components then they will skip the armor. After, they will target a new component and reroll that 1 in 5 chance.
There are limitations still. There is no way of making the leaky chance based on the amount of armor tonnage to normal tonnage. However a 20% chance to miss is taken at every armor plate. Meaning ships with light armor but lots of it will be less leaky, and ships with heavy armor but less of it will be more leaky. In turn heavy armored ship should have more HP but will but more damage will leak through.
In addition the new leaky armor cannot be placed in the armor layer. Damage penetration and damage modification will also not work on outer and inner layer armor. One can design a system in that armor can be solid AND leaky in the one component. That is if the player wants solid armor then they have to worry about the threat of double damage to armor and other type of damage types. But they don't need to think about if there ship is going to leak.
You could also make solid armor take more damage or even be penetrated by most if not all weapons. Skips armor weapons can also be made to fully skip both types of armor by taking away the chance of not targeting armor all together.
With Captain Kwoks permission ill make and upload a mini-mod for balance mod for extra fun and demonstration of how it works in game play.
Let the modding begin,
Azacool89 |
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