User Tools

Site Tools


gameplay:noncritical

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
gameplay:noncritical [2012/03/03 20:49] rpcgameplay:noncritical [2014/12/27 04:40] (current) – external edit 127.0.0.1
Line 1: Line 1:
 +===== Non Critical Armor Segments ===== 
 +Anything that has nonCritical="" in code means that if that armor segment goes down to 0, that ship **WILL NOT DIE**. \\  
 +That's right folks, in Transcendence we have ships that have armor plating so massive that shooting at that same spot will NOT produce a nuclear meltdown and instead buy time for the enemy ship to destroy **YOU**. \\  
 +Here's an example from the .tdb, taken from &scSungTransport; 
 +          <Armor> 
 + <ArmorSection start="350" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="340" span="10" armorID="&itSungArmor;" nonCritical="scanners" /> 
 + <ArmorSection start="330" span="10" armorID="&itSungArmor;" nonCritical="general" /> 
 + <ArmorSection start="320" span="10" armorID="&itSungArmor;" nonCritical="general" /> 
 + <ArmorSection start="310" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="300" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="290" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="280" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="270" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="260" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="250" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="240" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="230" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="220" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="210" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="200" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="190" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="180" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="170" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="160" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="150" span="10" armorID="&itSungArmor;"/> 
 + <ArmorSection start="140" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="130" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="120" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="110" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="100" span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="90"  span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="80"  span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="70"  span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="60"  span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="50"  span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="40"  span="10" armorID="&itSungArmor;" nonCritical="cargo" /> 
 + <ArmorSection start="30"  span="10" armorID="&itSungArmor;" nonCritical="general" /> 
 + <ArmorSection start="20"  span="10" armorID="&itSungArmor;" nonCritical="general" /> 
 + <ArmorSection start="10"  span="10" armorID="&itSungArmor;" nonCritical="tactical" /> 
 + <ArmorSection start="0"   span="10" armorID="&itSungArmor;"/> 
 + </Armor> 
 +Now, most of those segments have nonCritical="". That means that a select few armor segments are the ones you have to shoot at in order to bring it down. Now, how would you know where to shoot? Simple, just halve the code in half and pretend the first half is the left side and the second half is the right side. That means that the vulnerable sections of the [[game:ships:Sung Transport]] are the **front** and **back**. Yes, we know that George could probably give a ship all nonCritical segments, but we assure you that he's given the upmost care to make sure everything is killable, up to and including the [[game:ships: Iocrym Command Ship]] and the [[game:ships: Phobos]]. We can't be too sure about the modded ships out there though, so please be careful, and remember, shoot at the front and back, and if in doubt, press the spacebar! \\  
 +\\  
 +An interesting thing to note is that [[http://transcendence.kronosaur.com/wiki/game/george_thoughts?s[]=weapons&s[]=mass&s[]=destruction#weapon_of_mass_destruction|"Ships generally take full damage (regardless of WMD) but for ships that have “non critical” armor segments, WMD comes into play. The chance that a hit to a non critical segment will destroy the ship increases for WMD weapons"]].\\  
 +\\  
 +Example here: (shoot at the red parts, not at the green parts!) \\  
 +{{:gameplay:criticalarmor.jpg|}}
gameplay/noncritical.txt · Last modified: 2014/12/27 04:40 by 127.0.0.1