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Could someone please explain to me the basics of how the four jamming types work, and how in the ouft resource I make different missiles succeptable to different kinds of jamming.
I understand a little about this are, but not much.
Example: If in a weap resource I have a missile 90% succeptable to jam type I, and then I have a ouft resource (say an ECM) which has 50% jam type I, does this mean the missile has a 45% chance of being jamed?
Thanks.
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Quote
Originally posted by thedecline: **Could someone please explain to me the basics of how the four jamming types work, and how in the ouft resource I make different missiles succeptable to different kinds of jamming.
**
Jamming types work like this:
There are four Jamming types, I-IV. Certain missiles (through the weapons resource fields) can be susceptible to certain types. One missile can be jammed by type I, II and III, but not IV, assuming that is the weakest system of jamming. This way you can have different levels of susceptibility- like fast missiles that are fooled easily or slower torpedoes that see right through the jammers, etc.
As far as outfits that help you jam missiles go- they work through the modtype fields- and the modvalue is how much it increases/decreases the effectiveness. (#33-#36) For example, say you wanted to give the player a jammer that blocks all weapons of type III jamming- you give them an outfit with the modtype 35 and a modvalue of 100.
So essentially, it is a system of addition of subtraction, and overall a far better system than EV/O's..
_bomb
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(This message has been edited by Bomb (edited 03-17-2003).)
There was a post about the middle of last year where people were trying to work out the actual calculation the engine uses. Many people had observed that the numbers don't seem to add up when jaming missiles. I'm not sure if they reached a conculsion though...
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I had similar ideas, but youve cleared it up for me.
Thanks
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