quote:
I like what you are doing with the armor. Though on heavily armored ships it may be almost impossible to do damage. How large is a piece of armor going to be and how many hitpoints is it going to have?
I'm starting off with 4 classes of basic hitpoint raising components. (IE inert armor, ignoring the fancy mid to ancient techs)
Structural Supports: IMG = Stacked Variety Armor (P&N's ablative armor)
- Starts from 1KT, $7, 180 HP
- Can hold the ship together even after severe damage, but most components will have already been burned away.
Light Armor: IMG = Flat Gold Armor
- Starts from 10KT, $100, 1500 HP
- High HP value, but relatively easily pierced. Best protects the small internal components such as crew quarters & light engines.
Midrange Armor: IMG = Emissive armor
- Starts from 50KT, $1000, 6,000 HP.
Heavy Armor: IMG = Ringworld gravity plating
- Starts from 100KT, $3000, 10,000 HP
- Low HP value for armor, but is extremely hard to pierce. Can protect even large external weapons.
Reinforced armor will either be a mount for boosted hitpoints, or a real armor "never pierced" ability at 10x the price or so.
I'm open to suggestions, especially on terminology.