Author Topic: damage/time  (Read 1527 times)

Offline icepac

  • Platinum Member
  • ******
  • Posts: 7311
damage/time
« on: December 04, 2011, 11:24:25 AM »
I am curious if anybody knows the time factor for damaging an object.

If I bomb HQ and only 36 x 1000 hit it, how long until that 36 x 1000 worth of damage is no longer applied to said object where a follow up 1000 pound bomb will fail to finish off the HQ?

Offline uptown

  • Plutonium Member
  • *******
  • Posts: 8569
Re: damage/time
« Reply #1 on: December 04, 2011, 11:43:55 AM »
not sure about that on.  :headscratch: I'm guessing the "softness effect" lasts for 15 minutes or for as long as the down time for the object is. The clock starts when the object is hit for the first time. And another clock starts when it goes down completely. Both timers are probably equal in time.

Just a guess though.In the old strat system, the times could be extended depending on percentage status of the corresponding factory. I don't believe that is the case now though from what I understand.
« Last Edit: December 04, 2011, 11:56:50 AM by uptown »
Lighten up Francis

Offline 68ZooM

  • Platinum Member
  • ******
  • Posts: 6337
Re: damage/time
« Reply #2 on: December 04, 2011, 11:53:46 AM »
with HQ i know if you fly or drive supplies to it will resupply it and bring the country radar back up, I've done this on several occasions
UrSelf...Pigs On The Wing...Retired

Was me, I bumped a power cord. HiTEch

Offline icepac

  • Platinum Member
  • ******
  • Posts: 7311
Re: damage/time
« Reply #3 on: December 04, 2011, 05:36:51 PM »
The question should apply to any destroyable object.

Offline uptown

  • Plutonium Member
  • *******
  • Posts: 8569
Re: damage/time
« Reply #4 on: December 04, 2011, 05:50:29 PM »
The question should apply to any destroyable object.
OK I think I know where you're going with this now. You want to keep dropping small amounts of ord on HQ to keep the lights out. My tinfoil hat is telling me you're up to something evil.

 :noid
Lighten up Francis

Offline guncrasher

  • Plutonium Member
  • *******
  • Posts: 17425
Re: damage/time
« Reply #5 on: December 04, 2011, 05:56:54 PM »
i think objects like buildings/ack stay down for 45 min.  hq is down for normally around 5 minutes because 99.99% of the time an endless supply of c47's will up.  otherwise it's 45 minutes I think.

hangars are down for 15 min.  strats objects are down for 45 min.  ord bunkers used to be down for 4 hours then changed to 2 I believe, i cant find the table in the help section anymore. but you can shorten the time 15 min for each m3/goon resupply.  dar is down for 45 minutes.

semp
you dont want me to ho, dont point your plane at me.

Offline uptown

  • Plutonium Member
  • *******
  • Posts: 8569
Lighten up Francis

Offline icepac

  • Platinum Member
  • ******
  • Posts: 7311
Re: damage/time
« Reply #7 on: December 04, 2011, 10:00:27 PM »
Please read the original post carefully.

Almost every single responder has missed the question.

My question applies to objects that have been damaged but not enough to destroy them and how much time must transpire before the previous damage is not counted.


Offline Chilli

  • Platinum Member
  • ******
  • Posts: 4278
Re: damage/time
« Reply #8 on: December 05, 2011, 01:41:02 AM »
This is a good question and one that I believe can only be answered by the designers.  How long does the entire weight of the damage last on an object?

a.  Does its entire weight remain for the duration of the downtime

b.  Does all damage weight disappear at a particular duration of time

c.  Does the weight of damage done on an object lessen over time (2,000 lbs > 5 mins.> 1,000 lbs > 10 mins. 0 lbs damage left) 

Which is it?

Offline Lusche

  • Radioactive Member
  • *******
  • Posts: 23950
      • Last.FM Profile
Re: damage/time
« Reply #9 on: December 05, 2011, 03:41:41 AM »
This is a good question and one that I believe can only be answered by the designers.

Or maybe by someone with enough motivation to run tests offline  or in a custom arena.
Steam: DrKalv
E:D Snailman

In November 2025, Lusche will return for a 20th anniversary tour. Get your tickets now!

Offline RTHolmes

  • Plutonium Member
  • *******
  • Posts: 8260
Re: damage/time
« Reply #10 on: December 05, 2011, 08:11:11 AM »
repair rate = (total damage required to kill object)/(downtime) would make sense.

anecdotally it works this way with CVs, they seem to repair at ~8000lb/60min.
71 (Eagle) Squadron

What most of us want to do is simply shoot stuff and look good doing it - Chilli

Offline hitech

  • Administrator
  • Administrator
  • *****
  • Posts: 12425
      • http://www.hitechcreations.com
Re: damage/time
« Reply #11 on: December 05, 2011, 10:23:16 AM »
Objects do not repair slowly but rather if they have not been killed or damaged further with in 1/2 the full down time of the object type,
they are then fully restored.

Ships work slightly differently in that the ship is fully restored after 1/2 its re-spawn time.

HiTech

Offline FLS

  • AH Training Corps
  • Plutonium Member
  • *******
  • Posts: 11621
      • Trainer's Website
Re: damage/time
« Reply #12 on: December 05, 2011, 10:28:52 AM »
Objects do not repair slowly but rather if they have not been killed or damaged further with in 1/2 the full down time of the object type,
they are then fully restored.

Ships work slightly differently in that the ship is fully restored after 1/2 its re-spawn time.

HiTech

Is that restoration time affected by resupply?

Offline icepac

  • Platinum Member
  • ******
  • Posts: 7311
Re: damage/time
« Reply #13 on: December 05, 2011, 10:30:07 AM »
Thank you hitech.


Offline RTHolmes

  • Plutonium Member
  • *******
  • Posts: 8260
Re: damage/time
« Reply #14 on: December 05, 2011, 10:36:21 AM »
excellent info thx :)
71 (Eagle) Squadron

What most of us want to do is simply shoot stuff and look good doing it - Chilli