[IDEA/SCR] Critical Hits/Damage

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F.A.B.
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[IDEA/SCR] Critical Hits/Damage

Post by F.A.B. » Thu, 22. Apr 10, 22:01

this runs in my mind for a few days already - how about critical hits?
makes no sense for fighters, sure, but since there are a lot of mods out there, that increase hull and so on, this might be interesting in bigship-to-bigship battles.

eg you fight a m2 in your m2 and as soon as it's shields are down there is a chance of, well, maybe 1% or 0.5% or so, that your capital ship weapons do
(a) critical damage or a (b) critical hit

i'm not a scripter myself and i'm just thinking out loud here, so i leave this all to you. if someone is interested, go nuts...
best,
F.A.B.

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Lord Dakier
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Post by Lord Dakier » Fri, 23. Apr 10, 13:35

Possible I presume, make a 1% to do critical damage.

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Gazz
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Post by Gazz » Sat, 24. Apr 10, 07:37

You can not track single bullets or impacts, only a vague "feeling" of being shot at by an unknown quantity of attackers.
If you can implement your critical hits with that - go for it.

F.A.B. wrote:this runs in my mind for a few days already - how about critical hits?
makes no sense for fighters, sure, but since there are a lot of mods out there, that increase hull and so on, this might be interesting in bigship-to-bigship battles.
It would be far easier not to install a mod that increases hull values.
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F.A.B.
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Post by F.A.B. » Sat, 24. Apr 10, 21:35

Gazz wrote:You can not track single bullets or impacts, [...]
that's not what i said, i didn't mentioned bullets or impacts at all.
and it's just an idea (one i obviously won't/can't realize). so, if this is something you want to do - fine by me.
Gazz wrote:It would be far easier not to install a mod that increases hull values.
less fun either.
best,
F.A.B.

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