
Saul Elsyn
INTERSTELLAR ENTERPRISE
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Posted - 2009.08.22 03:45:00 -
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What he's talking about is actually a pretty interesting and logical idea. When a shell hits a target there's a flash and shrapnel, and chaff, from debris and all that stuff. This would make firing on the same target difficult.
A railgun hits the target, the round punch into the armor and scatters bits and pieces of the round and the ship out into space, this would cause interference on the targeting scanners, and the game effect would be to decrease the target's signature radius. As you all should know by now, a ship with a lower signature radius is harder to hit.
So basically the scenario works this way. A fleet of ships targets an enemy boat. The first ship to lock and fire hits, the second hits for slightly less damage, and the next hits for less. By the fourth or fifth ship they're missing the target because the gun fire has effectively reduced the signature of the ship to make it difficult to hit.
Now as to how this would actually work... well so long as a gun is firing on the ship it would reduce the signature of the target by an amount proportional to the gun's signature radius... So big guns cause more interference on the target when fired then little guns. (Making frigate wolf-pack tactics more viable) This goes well with the fact that little guns hit smaller targets more easily, and so forth. Stacking penalties in the calculation would also insure that there would be no way that the signature radius would be reduced to a point that meant nothing would hit it.
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Saul Elsyn
INTERSTELLAR ENTERPRISE
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Posted - 2009.08.22 04:42:00 -
[2]
Edited by: Saul Elsyn on 22/08/2009 04:42:47 Considering the diminishing returns system EVE uses for most calculations if CCP did this there wouldn't be a flat minim signature radius, more likely a nonlinear curve on the effect of the gunfire on the ship's signature radius...
Say a Battlecruiser has a signature radius of 500 meters, and is fired on by guns with a signature radius of 125 meters I'd think the calculation would go something along the lines of this..
sG = Gun Signature Radius s1 = Ship Signature Radius (Initial) s2 = Ship Signature Radius (Modified)
s2 = s1*(1-(sG/8000))
Calculation based on the previous example... 1st Gun's Effect 500*(1-(125/8000))=492.1875 (~98.44% of Original Value)
2nd Gun's Effect 492.1875*(1-(125/8000))=484.4970703 (~96.9% of Original Value)
3rd Gun's Effect 484.4970703*(1-(125/8000))=476.9268036 (~95.39% of Original Value)
As you can see the effect tapers off the more guns you add, so the first couple guns have the most significant effect.
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