Author Topic: TC Armor - Any better way to go about it?  (Read 1087 times)

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Offline JGZinv

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TC Armor - Any better way to go about it?
Admittedly my brain's a tad fried, but I'm wondering what would be the best way to
go about implementing armor for my TC.

I'll explain what I see as options, maybe someone can comment on the
benefits of one over the other method, or have another idea.

Ok in original tachyon, you've got essentially 4 sides.
Bora, Gal Span, Pirates, everyone else.
Players were only provided with weapons specific to GS and Bora, then the mods
came around and leveled the playing field by allowing weapons on any craft species.

About 2 months ago I went and did some tests using one side's ship or the other
in the spirit of keeping to the original figures. What wasn't evident until after the tests was that
for the same weapon, mounted on either GS or a Bora ship, gave a different amount of received damage.
IE damage is different for each ship using the same weaon. So Tach has it's own built in armor system, although it's hard
coded somewhere in the exe where I can't get to it.

Note that these values were done using a target ship with a modified hull of 10,000
and a modified shield of 10,000. A normal Bora Claymore (heaviest Bora fighter class) had a shield of 28,000
and a hull of 68,000. B stands for Bora vessel being the target versus G for Galspan.

Weapons Test Results:

Testing:
B - Shield down to
B - Hull down to
G - Shield down to
G - Hull down to


--= Bora Weapons =--

Arc Light Laser
B - Shield down to 98% (2%) 200 damage
B - Hull down to 99% (1%) 100 damage
G - Shield down to 99 then 97% (1~2%) 150 damage
G - Hull down to 99 then 97% (1~2%) 150 damage


Boran Med Laser
B - Shield down to 98~97% (2-3%)200-300 damage
B - Hull down to 7-98% (2-3%) 200-300 damage
G - Shield down to 98% (2%) 200 damage
G - Hull down to 95% (5%) 500 damage


Heavy Mining Laser
B - Shield down to 96% (4%) 400 damage
B - Hull down to 97% (3%) 300 damage
G - Shield down to 97% (3%) 300 damage
G - Hull down to 94% (6%) 600 damage


Pulsar Laser
B - Shield down to 98% (2%) 200 damage
B - Hull down to 98% (2%) 200 damage
G - Shield down to 99% (1% per shot) 100 damage
G - Hull down to 97% (3% per shot) 300 damage


Spire Rocket
B - Shield down to 94~95% (5-6%) 5-600 damage
B - Hull down to 91~92% (8-9%) 8-900 damage
G - Shield down to 96% (4%) 400 damage
G - Hull down to 85% (15%) 1500 damage


Plasma Rocket
B - Shield down to 72-74% (26-28%) 26-2800 damage
B - Hull down to 83~84% (16-17%) 16-1700 damage
G - Shield down to 79% (21%) 2100 damage
G - Hull down to 70% (30%) 3000 damage


Helios Rocket
B - Shield (over 10,000 damage)
B - Hull (over 10,000 damage)
G - Shield (over 10,000 damage)
G - Hull (over 10,000 damage)


Railgun
B - Shield down to 89% (11%) 1100 damage
B - Hull down to 52% (48%) 4800 damage
G - Shield down to 91.5% (8.5%) 850 damage
G - Hull down to 16% (84%) 8400 damage


Remote Sapper
B - Shield down to 70% (30%) 3000 damage
B - Hull down to 54% (46%) 4600 damage
G - Shield down to 78% (22%) 2200 damage
G - Hull down to 24% (76%) 7600 damage


Corona Device
B - Shield down to 84% (16%) 1600 damage
B - Hull down to 63% (37%) 3700 damage
G - Shield down to 84% (16%) 1600 damage
G - Hull down to 45% (55%) 5500 damage


--= Galspan Weapons =--

Glint Light Laser
B - Shield down to 98% (2%) 200 damage
B - Hull down to 99% (1%) 100 damage
G - Shield down to 98 ~ 95% (2-3%) 250 damage
G - Hull down to 98~99% (1-2%) 150 damage


Flare Med Laser
B - Shield down to 97% (3%) 300 damage
B - Hull down to 98% (2%) 200 damage
G - Shield down to 98% (2%) 200 damage
G - Hull down to 95.5 (4.5%) 450 damage


Deimos Heavy Laser
B - Shield down to 89% (11%) 1100 damage
B - Hull down to 80% (11%) 1100 damage
G - Shield down to 92% (8%) 800 damage
G - Hull down to 81% (19%) 1900 damage


Chatter Cannon
B - Shield down to 15 shots = 1% (6.6 damage per bullet)
B - Hull down to 97% (2 bullets) (1.5% per) 150 damage per
G - Shield down to 15 shots = 1% (6.6 damage per bullet)
G - Hull down to 95% (2 bullets) (2.5% per) 250 damage per


Blast Torpedo
B - Shield down to 76% (24%) 2400 damage
B - Hull down to 70% (30%) 3000 damage
G - Shield down to 86% (14%) 1400 damage
G - Hull down to 48% (52%) 5200 damage


Adv Blast Torpedo
B - Shield down to 79% (21%) 2100 damage
B - Hull down to 67% (33%) 3300 damage
G - Shield down to 73% (27%) 2700 damage
G - Hull down to 3% (97%) 9700 damage


Hunter Torpedo
B - Shield down to 92% (8%) 800 damage
B - Hull down to 90% (10%) 1000 damage
G - Shield down to 94% (6%) 600 damage
G - Hull down to 84% (16%) 1600 damage


Solaris Torpedo
B - Shield down to 49% (51%) 5100 damage
B - Hull down to 36% (64%) 6400 damage
G - Shield down to 60% (40% per full charged orb) 4000 damage
G - Hull down to (over 10,000 damage per full charged orb)


Disruptor Torpedo
B - Shield down to 42% (58%) 5800 damage
B - Hull down to (no damage)
G - Shield down to 54% (46%) 4600 damage
G - Hull down to (no damage)


Tiger Missile
B - Shield down to 97% (3%) 300 damage
B - Hull down to 80% (20%) 2000 damage
G - Shield down to 97.5% (2.5%) 250 damage
G - Hull down to 67% (33%) 3300 damage


Sunspot Missile
B - Shield down to 85% (15%) 1500 damage
B - Hull down to 66% (34%) 3400 damage
G - Shield down to 88% (12%) 1200 damage
G - Hull down to 41% (59%) 5900 damage


Swarm Missile
B - Shield down to 83% (17%) 1700 damage
B - Hull down to 59% (41%) 4100 damage
G - Shield down to 86% (14%) 1400 damage
G - Hull down to 29% ( 71%) 7100 damage


So about the only way I can figure on making this work, since I don't see a constant
multiplier in the figures, would be to setup armor table entries per weapon for every craft.
22 weapons x 28 fighters (not to mention every cap ship or other damageable object eventually) = 616 armor types.

There's "got" to be a better way of doing this right?
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod

 

Offline Droid803

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Re: TC Armor - Any better way to go about it?
Can't a single armor type have several definitions for different damage type resistances?
(´・ω・`)
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Offline General Battuta

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Re: TC Armor - Any better way to go about it?
I have no idea how to help, but I just remembered how much I enjoyed Tachyon.

  

Offline JGZinv

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Re: TC Armor - Any better way to go about it?
There's still players around...

Course we also still get moments like these.
True power comes not from strength, but from the soul and imagination.
Max to PCS2 to FS2 SCP Guide
The FringeSpace Conversion Mod