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Original post by TechnoGoth
Is this realtime, or turnbased?
Real-time with pausing and action scheduling.
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Durability - is the reduction fixed value or a percentage or the fallout method that uses a percentage then fixed value?
This is a fixed number. So you can have armor of Durability 10, HP 100, or Durability 100, HP 10.
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SysDef - That seems like a confusing term, perhaps condition would be easier? Also is that a value or percent?
This is a value. I abbreviated in this post as SysDef, but it''s System Defense. Do you think the later phrase itself is ambiguous. It''s also supposed to apply to characters (like you''re "immune system")
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Do sides have diffrent sizes?
I was trying to avoid this because it raises the issue of sections. I don''t want to deal with ships as polygons which could have concave areas, or the extra complication of segments along a side.
Now, what''s dumb about this approach is that if you build a big, mushroom sized ship, with the stem as the nose and thrusters at the top, and you charge at a target, only be damaged at the nose. But I didn''t want ships to be a bunch of bounding boxes that I have to hit test against. I wanted something clean and simple to understand that gave you an idea of which way you needed to turn to avoid fire.
Long or wide ships, btw, can easily be handled with the Facing Exceptions idea. Damage will just be less likely along a side, which gives you another reason to orient your ship, choose turrets over fixed guns, etc.
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Also when it comes to ship construction can I choose which side to place things on and does that then effect combat? Meaning if I have 50 Thermal Cannons on the port and starboard, can I fire them in all directions or only at target those sides are facing?
Yes, and I will do hit tests for add ons per side, but the modules themselves won''t have sides (as noted above, no sides within sides within sides). So you could lose a few thermal cannons, yes.
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Perhaps you should change radiation, so that it only damages organic targets, inorganic targets become irradiated and cause continual damage to organic targets nearby.
I meant to emulate the fact that strong radiation can screw up computers, but you''re right, I''ll make an exception for computer guided and non-computer guided add ons.
And I like the idea of damaging biologicals, that''s good. More than just combat could do that, btw. Heh, maybe there''s an extra port fee for radiation washdowns.
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hmm, I didn''t notice anything on impact size, maybe thats in the weapons thread, but do diffrent weapons have diffrent sized impacts and what effect does that have on vessel of diffrent sizes?
That was something like crouching that I left out, but what I have involves accuracy and facing damage.
Basically, if it''s smaller you get minuses to targeting, and if it''s bigger, you get pluses. Damage-wise, HP and Durability handle damage, but if a shot is much larger, it can hit adjacent sides simultaneously (same for explosion). Finally, against smaller targets large shots are handled as area of effect tests. So if you call down a strike from orbit with your Thermal Cannons, you get beams with a wide radius of instant damage.
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Just waiting for the mothership...