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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Armor Upgrades ....

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Armor Upgrades ....
Offline worldstrider
10-12-2008, 11:22 AM,
#41
Member
Posts: 1,420
Threads: 78
Joined: Feb 2008

The other solution is to increase the cargo requirements.

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Offline Tenacity
10-12-2008, 11:30 AM, (This post was last modified: 10-12-2008, 11:31 AM by Tenacity.)
#42
Member
Posts: 9,496
Threads: 635
Joined: Apr 2008

we could just put different armor types into the mod, but i'm not sure if it would work without source code...

y'know how you have different shield types, and they're effective against different types of weaponry - the same idea would go for armor:

Reflective Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reflective armor utilizes a polished niobium surface to refract photon, nuetron, and laser weaponry.
(-20% damage taken from photon/nuetron/laser weapons)

Reactive Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reactive armor is made of a heat-sensitive base metal combined with shielded antimatter pockets, which allow it to create an opposing force against incoming particle, plasma, and tachyon blasts.
(-20% damage taken from particle/plasma/tachyon weapons)

Ablative Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Ablative armor chips and wears along fracture lines designed to redirect incoming explosions.
(-20% damage taken from explosives - missiles/mines/torpedoes)

EDIT:

And yes, i got the ideas from mech warrior, bite me :P

[Image: Tenacity.gif]
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Offline Saigo.Watanabe
10-12-2008, 11:31 AM,
#43
Member
Posts: 847
Threads: 41
Joined: May 2008

thats a good idea

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"Death is something that is inevitable, Something you cannot run away from." - Katharina Hildegard
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Offline MarvinCZ
10-12-2008, 11:38 AM, (This post was last modified: 10-12-2008, 11:40 AM by MarvinCZ.)
#44
Member
Posts: 1,312
Threads: 12
Joined: May 2008

That would be nice, unfortunately FL offers only the simple armor multiplier. No commands to change mass, no commands to set a 'type'... Cargo requirements remain the only way...
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Offline Walker
10-13-2008, 04:46 PM,
#45
Member
Posts: 965
Threads: 72
Joined: Apr 2008

*Holds FL Source Code*

Tiberius Walker, putting flames out and being awesome since Apr 13 2008 ™
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Offline n00bl3t
10-14-2008, 02:07 AM,
#46
Member
Posts: 7,448
Threads: 108
Joined: Mar 2008

' Wrote:I saw an Advanced train with that 895 mil upgrade today...

*Smiles.*

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Anything I say is not intended as offensive, and to try and deliberately misinterpret it as such would be an attempt at trolling via misrepresentation.

It's not a conspiracy, it's localised bias. They're not intelligent enough to form a conspiracy.
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Offline Grumblesaur
10-14-2008, 03:10 AM,
#47
Fleet Tender
Posts: 2,742
Threads: 56
Joined: Sep 2008

' Wrote:we could just put different armor types into the mod, but i'm not sure if it would work without source code...

y'know how you have different shield types, and they're effective against different types of weaponry - the same idea would go for armor:

Reflective Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reflective armor utilizes a polished niobium surface to refract photon, nuetron, and laser weaponry.
(-20% damage taken from photon/nuetron/laser weapons)

Reactive Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reactive armor is made of a heat-sensitive base metal combined with shielded antimatter pockets, which allow it to create an opposing force against incoming particle, plasma, and tachyon blasts.
(-20% damage taken from particle/plasma/tachyon weapons)

Ablative Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Ablative armor chips and wears along fracture lines designed to redirect incoming explosions.
(-20% damage taken from explosives - missiles/mines/torpedoes)

EDIT:

And yes, i got the ideas from mech warrior, bite me :P

Personally, I think this works the best, because it matches the shield system, in a way. Ablative would be on my fighter for sure, torp-jousting will put a beating on your ship.

A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
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Akumabito
10-14-2008, 09:53 PM,
#48
Unregistered
 

I would like to see armor upgrades go away altogether, especially for fighters. fighter vs fighter combat takes far too long because of the upgrades, everything that doesn't have the cargo space for cap upgrades has a VIII, it's not adding anything of value.
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Offline MrCynical
10-27-2008, 11:14 PM,
#49
Member
Posts: 301
Threads: 10
Joined: Jan 2008

' Wrote:The other solution is to increase the cargo requirements.

Would that really make a difference though? I suppose it might do to gunboats, which are allowed to pirate, but if you're in a cruiser or battleship then you probably don't care if an armor upgrade takes all of your cargo space.

No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
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Offline Derkylos
11-01-2008, 04:02 AM,
#50
Member
Posts: 1,410
Threads: 48
Joined: Sep 2008

' Wrote:I would like to see armor upgrades go away altogether, especially for fighters. fighter vs fighter combat takes far too long because of the upgrades, everything that doesn't have the cargo space for cap upgrades has a VIII, it's not adding anything of value.

I agree with removing armor upgrades from fighters, if only for the reason that noone mounts anything but a mk 8, which costs around 3-5 times the value of the fighter...but you can't win a PvP without it...so everyone has to get it, or die (and dieing all the time dosn't really make for good RP...).

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