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Originally posted by Obormot:
**Actually, it might. For example, you could have a mission requiring your combat rating to be twice that of Ultimate.
**
Actually, you can't. You see, the AvailRating is stored as a word, (aka short, int), which means it's a value contained in two bytes. There are two flavours of words, unsigned and the more common signed word. Unsigned words can hold any value between 0 and 65535, signed words hold values between -32768 and 32767.
The AvailRating field is, at least in the templates, a signed word, which means it can't go higher than 32767. If you try to put a value two times ultimate (25600*2 = 51200) in the AvailRating field then it's overflow and you'll end up with a required combat rating of -14336.
Now, back to the original question. Why won't the combat rating go above 31999? (I haven't confirmed this but I'm assuming that it doesn't)
The combat rating in the pilot file is a long (four bytes), but if it had been a word (two bytes), then once your rating went past 32767 it would overflow and turn negative, meaning that after you kill yet another cruiser you suddenly find yourself with a combat rating around -32000, or "Biggest Wimp In The Galaxy".
Therefore, it would make sense to put an upper limit on the combat rating, to prevent it from turning negative. However, the combat rating is stored as a long, so an upper limit of 31999 is a bit low.
PS: I'm not too good at explaining this, but I hope it made at least some sense.
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Pontus Ilbring
"Fire bad! Fire BAD!"