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Post by bigbombr on Dec 24, 2016 15:05:31 GMT
They won't be divining the enemy ship's materials, the assumption is that he laser will always be firing, even when far out if range, but no damage is done until the laser's intensity exceeds the enemy armor's black body radiation. Any range where the laser intensity is less would not have to be simulated. Implementing laser ranges depending on enemy armor material would have 2 benefits: 1 it gives the player an option to negate enemy's lasers that are set to unltra long range by using higher melting point armor, so the player wouldn't have to fly through hours of arbitrary laser range where lasers of do no damage 2 it realistically prevents aerogel from being used as laser armor for capital ships, since aerogel would melt away millions of kilometers before fleets enter metal-cutting range Implementing an arbitrary cut off based on manually set intensity levels might create situations enemies would not fire on you despite being able to do damage, or situations where enemies fire on you despite not being able to damage you. This seems like a very reasonable way to go about things. However, the game would have to check the material of every exposed module, which might be harder to implement and more resource-intensive. But overall, it's a fairly graceful solution.
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Post by goduranus on Dec 24, 2016 15:10:07 GMT
Maybe just check for armor materials and turret armors so it's simpler?
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Post by bigbombr on Dec 24, 2016 16:03:21 GMT
Maybe just check for armor materials and turret armors so it's simpler? What would keep people using extremely thin partial high temperature armour on the hull and thin high temperature on the turrets (but leave most of the ships' internals exposed) to game this system?
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