Author Topic: Back to the rat race  (Read 18462 times)

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Offline Flaser

  • 210
  • man/fish warsie
Quote
Originally posted by FireCrack
Hmm, i just had a n idea somthing along the lines of this...

If you cant tell each subarmour acts in the original armour in the order they are listed so youds only need to reference one armour in ships. Usefull for complex armour types.


Code: [Select]
#Armor Type
$Name: Happy Armor factors
$Subarmour: multiplicative
;;This means that all values in the table will be the product of the damage times the number entered

;;Lasers Projectiles Fireballs Missiles
$0: (0.2 1.0 1.3 1.0 ) ;;Mirror armor

$Subarmour: additive
;;This means that all values in the table will be added to the damage entered

;;Lasers Projectiles Fireballs Missiles
$0: (-20.0 0.0 0.0 10.0 ) ;;Mirror armor

#End

[/B]


/Cheers, and does the victory dance!

That's exactly the treshold + resistance system that's I've been rooting for years. The same thing is used in Fallout and it can completly circumvent the whole +big, +huge ect. flag madness.
(...and if a ship's invalnurable then just FRED it so for God's sake)

:yes: :thepimp: :yes:
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

  

Offline WMCoolmon

  • Purveyor of space crack
  • Moderator
  • 213
See my last post in this thread: http://www.hard-light.net/forums/index.php/topic,32030.0.html

Hooking it into Bobb's equation system would give it a helluva lot more flexibility. (You could change the damage based on the target of the ship, if you felt the need)
-C