From: | david christopher stephens <tfn5150@*******.TLH.FL.US> |
---|---|
Subject: | Re: 2000 Leagues V1.2 |
Date: | Mon, 4 Nov 1996 10:44:26 -0500 |
Died or left or forgot to stay
Sometimes took for granted
Sometimes turned away
Sometimes didn't say what i meant to say
Garbage (dog new tricks)
On Mon, 4 Nov 1996, Mark Steedman wrote:
> David Buehrer writes
>
> > [snip: 521 lines]
< > in reference to your question about raising the base
> > damage of underwater explosions - the base damage would not
> > increase, but the area of effect would go way up.
> > Unfortunately I don't know what the math is for this.
> >
> I have seen double used, probably not all that accurate the source
> was not technical but written by someone that knows more than me.
> Anyway it would be easy to implement, change grenades to -1/m and
> -1/ per 2m anything else would make the maths complex.
>
> > -David
> >
> Mark
>
hrmmmm....the damage is impact so ballistic armor is no good (yes my char
does have an armored wetsuit 2/1 if your interested) but the effect on
cyber ears should ne horrendous even with select sound filters.the
electronics of a cyberear are verry sensitive and dont like sudden and
catastrophic pressure changes (like busting yor ear drums) this is the
formula i use it's my own so if you dont like it dont use it
epicenter out to 10 meters = normal dmg
11 m to 20 m -1 staging -1 power level
and so on and so on it really depends on what
kind of campagin you run but i find ti works in a pinch also the only ppl
that take dmg from shrapnel are those within 10 meters and that is reduced
-1 dmg (if you use the condition monitor) for every meter away
outside 10m the srapnel has o damaging velocity
if any of you haver a better way tell me i made tis up on the fly
also any ideas on custom programs for a cyber deck will be plagerised
shamelessly
splatter (street sam)