
February 10th, 2004, 12:22 AM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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Re: STM "Final v1.7.5" Discussion
Quote:
In general most people don't make armor 20hp/kT!!! Which, btw, is twice the strength of the most advanced shields in this mod. Typically armor is usually 5-10hp/kT and so to make an effective leaky armor system you usually reduce the hp of regular components
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Most leaky armor systems increase the hp/kT of the leaky armor and leave the hit points of other components alone.
All the mods SJ has worked on with leaky armor have normal hit point levels for the other components Kwok. B5 Mod, for example. It has light leaky armor with up to 15 hp/kT. It doesn't have shield generators though, so you do not need it to have quite as many hit points. You are the only person I have ever heard advocating reducing the hit points of lots of other components when making leaky armor! Also, leaky armor _should_ have more hp/kT than shield generators provide shields, otherwise they are extremely weak by comparison! Shields have the advantage of being a single layer that must be gotten through, whereas leaky armor is not a single magic wall. It needs a lot more hit points to remain viable.
[ February 09, 2004, 22:25: Message edited by: Imperator Fyron ]
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