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Unread 3 Dec 2006, 15:10   #2
Ultimate Newbie
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Join Date: Mar 2001
Location: Perth, Western Australia
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Re: 'Fix' the combat engine its damage distribution

So, you would rather fire distributed in terms of value? thus you'd have a more even fire? Tbh, that might just lead to problems in the other direction though; cheap ships being more numerous arent completely stunned/killed/stolen thus getting though?

What i think you're asking for and is a more complex solution coding wise, is to ensure that all ships who can fire do fire at targets that are not already stunned. iirc, pre-PAX combat engine did this, where each ship effectively lined up to be shot, and then once it had been destroyed/stunned it would move onto the next one. Sadly, i cant remember exactly how it was done, but the problem with that situation was the sudden impact of "overkill"; eg, WF had guns with a power of 2, but Interceptors only had armour of 3, each WF would need to take 2 shots at each Int to kill it, thus the Int had effective armour of 4 against WF.

I'm sure there is an obvious solution around this though, i'm just too tired to work it out right now.

nn all .
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Last edited by Ultimate Newbie; 9 Dec 2006 at 15:33. Reason: Incorrect WF/Int numbers. Thx for the reminder.
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