Author Topic: bigger ship's armor  (Read 10712 times)

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Offline headdie

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Confirmed as only affecting the player.

However, there's a problem here. We can't actually fix this directly, as it seems this behaviour was present in retail as well. Now, granted, it doesn't really make any sense, but there you have it. AI will be more effective at killing Capships than players.

I think I'm going to intro an AI Profiles flag to alter this behaviour.

Please it would make mission balancing more predictable
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Offline General Battuta

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Hahaha what the **** is this

The_E I am genuinely interested to know how this system works on the code level.

 

Offline The E

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And it's in. Coming soon to a post-7238 nightly near you.

The option is called "$disable weapon damage scaling for player:", and it will disable the rather arbitrary damage scaling the player is subjected to. In retail, a non-huge primary fired by the player was nerfed to 1 percent of its normal damage potential, secondaries were cut down to 5 percent of normal. With this flag active, players will do full damage against big ships, so you'll have to rely on armor.tbl to do any nerfing you feel necessary.

Hahaha what the **** is this

The_E I am genuinely interested to know how this system works on the code level.

Well, there's not much to it, really. When a  "huge" or larger ship gets hit by a weapon that is not "huge", and if that weapon was fired by a player, the damage would get scaled down. In code terms, this is what it looks like:
Code: [Select]
// if the weapon is a small weapon being fired at a big ship
if( is_big_damage_ship && !(wip->wi_flags & (WIF_HURTS_BIG_SHIPS)) ){

// if the player is firing it
if ( from_player && !(The_mission.ai_profile->flags2 & AIPF2_PLAYER_WEAPON_SCALE_FIX)) {
// if it's a laser weapon
if(wip->subtype == WP_LASER){
total_scale *= 0.01f;
} else {
total_scale *= 0.05f;
}
}

// scale based on hull
if(hull_pct > 0.1f) {
total_scale *= hull_pct;
} else {
return 0.0f;
}
}
« Last Edit: June 11, 2011, 02:32:48 pm by The E »
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Offline General Battuta

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What the ****  :eek2:

 

Offline -Norbert-

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Was the retail AI really THAT incompetent that we never noticed this before?

 

Offline Scotty

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Killing the Tiamat just got easier.

 
 

Offline Qent

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Weirdest "feature" since beam whack. :P

 
Killing the Tiamat just got easier.

Well, there goes one of the only two reasons to ever take the EMP Advanced in the FS2 main campaign.  :p

Granted, the other one is in the same mission.
« Last Edit: June 11, 2011, 11:36:19 pm by LordPomposity »

 

Offline General Battuta

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Killing the Tiamat just got easier.

Well, there goes one of the only two reasons to ever take the EMP Advanced in the FS2 main campaign.  :p

Granted, the other one is in the same mission.

What are you guys talking about? Nothing is going to change about this behavior. It's retail default and will stay.

Only way it'll be altered is in mods which add this new AI Profiles option.

 

Offline The E

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And the code that made it impossible to kill huge ships with non-huge weapons isn't affected by this in the slightest. Activating this option only restores the effectiveness of the player weapons.
If I'm just aching this can't go on
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Offline Snail

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And it took how long for us to discover this? :blah:

 
Just failing at reading comprehension as usual. :p

 

Offline headdie

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And it took how long for us to discover this? :blah:

Agreed you would have thought at over the ten year mark we would have known them all, but then it is one of those things you have to be looking for it to find it.  Good work everyone involved.
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Offline Commander Zane

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This thread gives me about as many laughs as the void glitch. :lol:
I think the main reason people wouldn't notice this is because if you're not flying something that's meant to kill a big ship, you're not really trying to kill that ship, instead you're working on disabling or disarming it. So you're not looking at how much hull integrity you're taking off of it, because that's not the goal.
If you're flying a bomber, then you're trying to kill a big ship, so you're going to make it go boom.

At least I think people don't try to kill capitals in a fighter. :nervous: Least I don't.

 

Offline headdie

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At least I think people don't try to kill capitals in a fighter. :nervous: Least I don't.

cruisers and corvettes are fair game but yer a destroyer is a tall order even for Alpha 1 :D
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Offline Commander Zane

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As far as Corvettes go I'll destroy the beam cannons but leave the rest of it for the other ships to kill.
But yes Cruisers I'll space with Tempest strafing runs.

 

Offline Snail

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No wonder about the Hawkwood.

 

Offline Trivial Psychic

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I'll often try to dish out as much punishment as possible, so that when a friendly cap-ship takes it down, I still get the kill for it.  In FS2 I always make a run against the Belasarius and blast it with Tempests and Subach fire until the Psamtik beams it to death.  Since cap-ship beams don't get the credit for kills, I get all the credit.  :)
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Offline General Battuta

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I'll often try to dish out as much punishment as possible, so that when a friendly cap-ship takes it down, I still get the kill for it.  In FS2 I always make a run against the Belasarius and blast it with Tempests and Subach fire until the Psamtik beams it to death.  Since cap-ship beams don't get the credit for kills, I get all the credit.  :)

Yeah I did a run getting kill credit on (iirc) almost every hostile capship in FS2, was pretty fun times