Code: Select all
local max_resistance = 0
for s in systems(ship)
if (s.health > s.damage) and s.resists_shield_piercing
nweismuller wrote:That actually brings something to mind that I've found a little odd. A ship with a destroyed reactor (that doesn't go critical and blow everything) is still fully combat-ready. I'd think damaging the reactors enough to force shutdown should probably disable a ship, or at least greatly impede their combat-readiness if we assume some sort of emergency backup power. Should the current behavior be changed?
Arioch wrote: I think we would need to add more detailed repair rules to make that work.
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