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Difference between revisions of "VeteranArmor"

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|games=[[TS]], [[RA2]], [[YR]]
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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.
  
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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.
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[[Category:Rules(md).ini Flags]]

Revision as of 07:28, 6 May 2006

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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.

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.