Quote:
Originally Posted by DrBeast
Quote:
Originally Posted by sober
I notice that in the zon file for example the S18 there is a property called collisionable object and it has 500 hit points . No idea what happens if you reduce this number ?
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My impression is (at least I did my tweaks based on this assumption) that it's the Hull HPs. Then you'll have to go through the .upc files to find the HPs of each individual compartment and the parts that are within.
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It is indeed the HP rating on the submarines Hull. Combine that with the players armor rating, and you have what is tantamount to an M1 ABRAMS Fleet boat. Since we didnt have a H.I readout before, it was impossible to gauge just how much damage was being applied to a boat.
As an aside, where armor is concerned, each projectile has an Armor peircing rating assigned to it. Im bit too tired to explain how it works, but suffice to say, it does a check against the projectiles AP rating, and the player subs armor rating. If this check fails, the armor is not defeated (no damage), If the check passes then the armor is defeated and then a percentage of the shells damage is applied.
Now as damage itself goes, lets say 10 damage, well, if you view this as a deduction of a percetnage on your hull integreity, well this is going to make a much larger percentage when used against 300 hps, vs 600 hps.
Long story short, Ive reduced HPs to around 275 to 300 HPS, and reduced armor from 25, to 20. More damage will be applied, and it will take a higher percentage from your overall .H.I as a result. To offset the deep dive capabilites, ive slowed down the rate that they crush at, by half, since ive also reduced their HP's by half.
seems to work pretty well. One ciruclar running torpedo, where as it only did 20% damage before, now does in the neighborhood of 50% to 60%. A deck gun shell that once did around oh i dunno 4% damage now does twice that. Two shells from a merchant will probably take off 25% of your subs hull now. Where as before you could stay on the surface and slug it out with even destroyers.
In the future i might reduce the AP valu on the subs even more, but hesitate cause im not sure of the effects during a depth charging. 20 AP value on subs, is a resonable , and safe deduction.. Anymore then that, i think will require more through testing, which i just dont have time for right now.