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Post by DemonFROG ISC Pacifism on May 2, 2007 11:03:35 GMT -5
I fully understand what Ken was trying to point out. Here would be my recommendation for a fix for such a thing FOR THE NEXT CAMPAIGNS.
First contact: ship A receives 42% damage and destroyed his enemy.
he now starts with 58% health
Second Contact: Ship A starts with 58% health, battles and wins, but when the match is over, he is at 74% health, meaning 26% damage still there.
NEW TOTAL: previous damage(42%) + 1/2 of new damage(26% divided by 2, thus 13%) = New total damage of 55%. (42%+13%).
This would show that the extra damage did do something, and seeing how most of the ships supplies would have been used up for repairs the first time, each and every subsequent time a ship gets damage, at least 1/2 of that is permanent damage.
Would this be acceptable?
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Post by Da Brain on May 2, 2007 11:09:21 GMT -5
Here is the problem with this.
The ship starts the battle with 30% health.
It only repairs up to 60% health
Then ends the game at 50% taking a little damage during combat.
Your method would say that end of battle ship is at 50% so 1/2 is 25% compounded on top of the earlier 30% bringing him to 5% for participating in a blow away battle in which he took little or no damage.
Unless I am misunderstanding your statement I have to vote no.
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Post by Lord Hellus, Council Chairman on May 2, 2007 18:02:00 GMT -5
I liked D'Fly's idea (I thought the same). but Scott brings up a great point. Is there a way to record damage received in battle, thereby finding out that DN only took 10% damage? Can one of you tell or show me how to record damage after the battle?
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Post by Da Brain on May 2, 2007 20:42:47 GMT -5
No that is the delima.
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