Thread: Babylon 5 Mod
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Old January 29th, 2002, 12:22 AM
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Default Re: Babylon 5 Mod

IF: The current armor setup goes like this:

Most armors are actually inert internal components, that are extremely likely to be hit before any other components.
They come in 4 grades:
Structural: Extremely high HP/KT rating. Usually hit Last. Comes in 1KT chunks.
Light: high HP/KT. Usually hit before sensitive electronics, but after anything larger. Small chunks
Medium: moderate HP/KT. Usually hit before anything other than the large guns. Average sized chunks.
Heavy: low HP/KT (for armor). Approximates SE4 classic armor. Massive chunks.

Then we have the fancy high tech armor & items.
Shield generation + Crystalline ability forms the basis for things such as "refractive armor", "shadow armor", and "gravitic deflectors", all of which can knock off the first few points of damage from a hit.

To keep the ability levels on these armors from stacking too high on large ships, there are two Versions of each.
Primary X Armor: Limited to 1 per ship. Provides the full ability amount.
Additional X Armor: Unlimited amount, provides 10% to 25% of the ability amount of the primary, and is slightly larger & stronger.

That makes the additional plates more likely to be hit first, and means that a 1650KT ship will have only 2 to 3.5 times more special ability than a 150KT ship.

One thing I'm wondering is:
How much stronger should the armor get as tech improves?
Should it keep pace with weapons tech, or become relatively stronger/weaker?
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