Butts are what'll happen when the converter stops giving me extremely vague errors with my meshes.
Thanks for the guide, once I sort out this model problem I'll immediately put it to use! Yay for CXSIParser::Open.
Also what did it deal those 200-300 damage to, hull or shield (mitigration could be the cause)?
Hull.
Shield are a straight damage reduction. If it says 15% its 15%for example. They change to help foucs fire. It was added during the beta of SINS. Caps ships for example would go boom in one wave of fire. So they added as a ship takes more damage the value goes up. It helps but in the end with the ammount of ship you can have in SINS you can still have enough DPS to blow valuable targets in just a few waves of fire.
Aha, the pink text unveils one of the greatest mysteries of sins! So, it rises with focus fire. I'll have to be careful with high mitigation values then, since this could make a ship invulnerable? I was going to give the Great Knight a modified Kol shield that jacked up the mitigation, with reactivity this might go over 100%?
About armor the gameplay.constant have the line HullPointPercentageIncreasePerArmorPoint 0.05. So I guess that hull damage reduction increases by 5% for each armor point (just a shot in the mist).
Alright, I saw that line too but I thought that was related to health for some reason. HullPoint seemed like another way of saying health, but I wanted an outside opinion on it before I started basing my balance calculations on that theory.
So, a Vindicator with 12 armor would be... *uses first-grade knowledge of math* 12x5... well, 10x5 is 50%, right? so 60%. 60% mitigation! Wow. That is pretty high, if that is indeed what that line does. I'll have to be really careful with armor.
If you want certaint ships to be more effective against certanit ships. You need to match their armor type with the damage type. You can also change how each damage type is effective against all armor types by adjusting the damage multipliers.
Indeed, that is what I figured those lines did. I set them all to 1.0 for the time being so they're all flat, 100% damage with no other things going on. My universe has way too many damage and armor types to fit into sins, and some races exclusively use certain damage types. If I classified all Elemental weapons as simply Elemental, the Anahn would be the only race who largely used Kinetic weaponry. You can see how this could cause some issues in terms of balancing race vs race situations. Especially if I wanted to use canon representations (which is what I'm trying to achieve to a degree in terms of firepower). If that were the case, certain races would be absolutely hopeless against others. So I'm just basing raw damage values on canon attributes and trying to stay away from damage types, at least until I get everything sorted out and know what I want to do with them.
Thanks for the replies, this is the information I wanted to clear up. Once I get these these model issues sorted out I'll start messing with abilities.
/edit
Figured out the problem. Um... yeah, not gonna talk about it. It's awful. Even for me.