Thread: Armor Thoughts
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Old May 26th, 2001, 09:29 PM
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Default Re: Armor Thoughts

quote:
3) Alter Emissive Armor to work slightly differently. As it currently works, you are either completely protected -- immune to whatever weapon is being used against you -- or it doesn't help you at all. If you set the ability of the armor high enough to stop most weapons then it's too powerful. But if you don't set it high enough to stop most wepaons then it's nearly useless except against wimpy enemies with far lower tech than you have. I have proposed a change in how Emissive Armor works and I'll repeat it here: Set a TOTAL limit per combat turn on how much damage emissive armor can absorb, not just a "per hit" limit. So, even if no single hit exceeds the limit it is still possible to 'overload' the armor with a massive amount of low powered fire. The 'immunity' problem is then much less of a problem and Emissive Armor can be given a decent damage level. This can either be a second setting in the ability itself or a total of the capacity of all armor on the ship -- which would be best since this gives larger ships a reasonably scaled advantage AND provides a gradual loss of ability as armor is destroyed. When the limit is reached, armor would be damage normally. As your plates of emissive armor are lost, the total ability decays and it becomes easier to further damage the armor.


An alternative, is to make it like Classic SE3 Emissive armor, which negated the FIRST X points of damage.

Then a 30 point EA3 would take 10 damage from a 40 Damage meson bLaster, and would take 270 damage from a 300 damage missile salvo.
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