Quote
From Matt Burch:
**Well, basically it works like this, for each of the four jamming types:
Each ship's ECM value (i.e. jamming ability) is its inherent attribute govt
(zero for ships with no inherent attribute govt) jamming ability plus all the
ECM modifiers granted by the various outfit items on the ship. This value is
constrained to the range 0-100.
Each newly-created guided shot's ECM vulnerability is a random number between 0
and the jamming vulnerability of that weapon type, with a maximum of 100.
If the target ship's ECM is greater than 100 minus the guided shot's jamming
vulnerability, the shot is jammed and will fly off course, go dead, or whatever
it's set up to do. So, jamming will happen more often with weapons with high
jamming vulnerability values, or ships with high ECM values.
All four jamming types are handled equally and independently; there is no
"bonus" for any particular jamming type, and different jamming/vulnerability
types do not interact.
mcb**
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