ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
Difference between revisions of "VeteranArmor"
From ModEnc
m |
m (flag template, categories) |
||
Line 1: | Line 1: | ||
+ | {{Flag | ||
+ | |name=VeteranArmor | ||
+ | |files=rules(md).ini | ||
+ | |values=float | ||
+ | |special=none | ||
+ | |default=1 | ||
+ | |types=N/A | ||
+ | |games=[[TS]], [[RA2]], [[YR]] | ||
+ | }} | ||
+ | |||
This is a multiplier to armor¹. It is applied every time an object gets promoted to a higher level. | This is a multiplier to armor¹. It is applied every time an object gets promoted to a higher level. | ||
Line 41: | Line 51: | ||
Meaning that, in reality, if a veteran Apo is being fired upon by a <tt>Damage=100</tt> weapon with 100% [[verses]], he does not have 1200 hitpoints and loses 100 with every hit, but in fact still has only 800 hitpoints, but only takes 66.6 damage with every hit.<br> | Meaning that, in reality, if a veteran Apo is being fired upon by a <tt>Damage=100</tt> weapon with 100% [[verses]], he does not have 1200 hitpoints and loses 100 with every hit, but in fact still has only 800 hitpoints, but only takes 66.6 damage with every hit.<br> | ||
The speed of death, in both cases, would be the same: 12 shots. That's why we're told to think of it as a multiplier. The difference is, for example, that it takes less time to heal 800 hitpoints than 1200 (and costs less), meaning the unit is back at full health earlier. | The speed of death, in both cases, would be the same: 12 shots. That's why we're told to think of it as a multiplier. The difference is, for example, that it takes less time to heal 800 hitpoints than 1200 (and costs less), meaning the unit is back at full health earlier. | ||
+ | |||
+ | [[Category:INI Flags]] | ||
+ | [[Category:Rules(md).ini Flags]] |
Revision as of 07:28, 6 May 2006
Flag: | VeteranArmor |
File(s): | rules(md).ini |
Values: | float |
Special Values: | none |
Default: | 1 |
Applicable to: | N/A |
This is a multiplier to armor¹. It is applied every time an object gets promoted to a higher level.
Example
Base Armor | Multiplier | Total Armor | |
---|---|---|---|
Rookie | 800 | 800 | |
Veteran | 800 | x 1.5 | 1200 |
Elite | 800 | x 1.5 x 1.5 | 1800 |
Hypothetical 4th Level | 800 | x 1.5 x 1.5 x 1.5 | 2700 |
Hypothetical nth Level | 800 | x 1.5 x 1.5... | 800x(1.5^n) |
Please read below to understand these figures.
¹ Theory vs. Praxis
The above table would make you believe that, when turned Elite, an Apocalypse has a thousand hitpoints more of max health than as a rookie. That is not the case.
Rules' comments on this issue are clear:"For armor, think of it as max strength being multiplied by the number (in reality, damage is divided by this"
Meaning that, in reality, if a veteran Apo is being fired upon by a Damage=100 weapon with 100% verses, he does not have 1200 hitpoints and loses 100 with every hit, but in fact still has only 800 hitpoints, but only takes 66.6 damage with every hit.