quote:
Against NPC races it may be a huge advantage but vs human players it is almost worthless. Personally I love organic tech. But toneing the regen down will probally make it totally useless vs humans. As an alternative perhaps give OA the repair one component ability if you tune it down. Crystal Armor shield regen ability is useful pretty much all thru the game.
Note: for the regenerative effect between turns, you can take the "living ships" trait, and save on C&C space while you're at it.
When you look at the numbers, this is what you get:
Minimum strength: 5HP/KT
- guaranteed strength against non-piercing weapons
- as good as Armor III
Nominal Strength: 10HP/KT
- Must have at least one armor segment remaining after first volley
- Better than shields without ShieldRegen (8Hp/KT)
- equivalent to Armor Tech 8 (PlasmaProjection II)
Maximum Strength: 20HP/KT
- All armor components must heal after each volley of fire. (ship takes small hits over 30 turns of combat)
- Ultimate protection, 2.5x stronger than Phased shield 5's, 40% stronger than Plasma Armor 5's
This organic armor will operate basically the way you expect during the first volley of fire, and only begin to fail the second or third time the components are smashed.
Now, you also have to consider Bio-Crystal armor, which combines these hitpoints & regen capabilities with the shield boosting effect of Crystalline armor.
Light Cruisers can support 5 BCA's, and subtract 60 damage from all incoming attacks. That is some serious strength, rendering a lot of weapons ineffective.
------------------
Does this convince you at all?
I am still open to making changes if you can show me how it will work better.
At the very least, I might copy the organic armor with changes, and let the players decide which type of armor to pay for.
[This message has been edited by suicide_junkie (edited 20 August 2001).]