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Post by The Kortl Rheus on Apr 7, 2014 21:39:08 GMT
While I'm fairly sure that damage overflow when hitting armor components flows over randomly onto other components, do shields work the same way?
ie: An 80 dmg missile hits a 40 hp shield and disintegrates the shield. Does the remaining 40 points roll over to a ship component, or does that single hit get neutralized and the rollover is just overkill?
Additionally, is there any knowledge on rollover patterns? ie: does damage rollover to adjacent components or does it roll randomly for another component.
ie: A 80 dmg missile hits a 40 hp armor component which is in the middle of two other 40 hp armor components, but there is also a 10 hp life-support on the ship.
Just some theory questions to get an idea about ship layouts and design ideas.
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Post by Tau Ceti Empire on Apr 7, 2014 23:28:14 GMT
I do not believe it takes component order into account when it comes to damage that gets allocated. I can't remember how propotions handles shields as it has been several years since I had shields on a ship in proportions.
For damage allocation beyond armour, i believe it is random. There may be a bit of weighted randomness to it to try to avoid the bridge, life support and crew quarters, but their placement on the ship design doesn't matter.
The order you do place the weapons on your ship can matter. The ships will fire the first weapon you place on your ship first and then go through them in order. This makes a larger difference on ships with allegiance subverters or mixed weapon types and can matter for some designs.
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Post by D'Kali Hegemony on Apr 8, 2014 1:19:01 GMT
As far as I can remember, the shields will collapse and then the extra damage will roll over into the hull as per normal, though I'm not exactly sure how any modifiers due to the shields (Laser weapons, temporal weapons) affect that rolled over damage.
With hull damage IIRC, the chances of what component is hit directly relates to the proportion of your ship's total Damage Resistance (HP) that that component makes up. For example, if you have a 100kT scout with a total of 200kT of HP because you have an awesome piece of 100kT HP armour on your ship, then the chances of the armour getting hit is 50% (200kT total HP/100kT component HP). You then have a 50% chance of one of the other components taking damage, with each individual component's chances again based off of what percentage of the ship's total HP it makes up. So in that above example, the first shot fired at your ship has a 5% chance of hitting your 10kT HP Life Support.
I wish I could find the source of where I learned that though.
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Post by The Kortl Rheus on Apr 8, 2014 1:42:25 GMT
the chances of what component is hit directly relates to the proportion of your ship's total Damage Resistance (HP) that that component makes up. That's an interesting fact. I had thought damage randomly assigned when hit, if component size is weighted in that chance based on tonnage, or resistance, that's pretty interesting. In theory that changes design mechanics quite a bit.
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Post by Dominion of Zabéara on Apr 8, 2014 6:39:07 GMT
As far as I can remember, the shields will collapse and then the extra damage will roll over into the hull as per normal, though I'm not exactly sure how any modifiers due to the shields (Laser weapons, temporal weapons) affect that rolled over damage. With hull damage IIRC, the chances of what component is hit directly relates to the proportion of your ship's total Damage Resistance (HP) that that component makes up. For example, if you have a 100kT scout with a total of 200kT of HP because you have an awesome piece of 100kT HP armour on your ship, then the chances of the armour getting hit is 50% (200kT total HP/100kT component HP). You then have a 50% chance of one of the other components taking damage, with each individual component's chances again based off of what percentage of the ship's total HP it makes up. So in that above example, the first shot fired at your ship has a 5% chance of hitting your 10kT HP Life Support. I wish I could find the source of where I learned that though. Uh, so hardened life support (100HP) is an order of magnitude more likely to get hit than the regular, cheaper but more breakable version? More generally, that suggests a potential trade-off, albeit one that disappears in the aggregate...
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Post by The Kortl Rheus on Apr 8, 2014 7:37:23 GMT
Exactly my thoughts, the crappy/light components become more valuable if they are weighted like that
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Post by D'Kali Hegemony on Apr 14, 2014 1:05:47 GMT
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