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Old September 25th, 2001, 11:41 PM
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Default Re: New mod, looking for ideas

quote:
10 space 20 hp
1 space 15 hp
5 space 18 hp

easiest to repair will cost 10, the next 13, the next 16

That gives you:
<Armor>: <protection>, <cost>, <repair rate>
10KT armor: 2.0 hp/KT, $0.5/hp, 160 hp/turn
5KT armor: 3.6 hp/KT, $0.72/hp, 144 hp/turn
1KT armor: 15.0 hp/KT, $1.06/hp, 120 hp/turn

You definitely need to boost the protection Ratings of the big armors, or lower the 1KT armor.
- the 10KT armor has the same hitpoints as an engine!!!
- the 5Kt armor is twice that, but still won't have much effect defensively.
- the 1KT armor is unnaturally strong (relative), with no penalties at all.
Also, if the point of the small armors was to make them harder to repair, you haven't accomplished that yet.
- I suggest that you decide what HP/KT rating you wish to give the armor, then decide what the cost to repair should be.
Then, Size is proportional to 1/ <repaircost>,
and Hitpoints = <size> X <HP/KT rating>

P&N has:
10KT: 5hp/KT, $1/hp, 400 hp/turn (Tech level 3)
3KT: 8hp/KT, $3/hp, 192 hp/turn (tech level 6)
1KT: 14hp/KT, $2/hp, 112 hp/turn (tech level 11)

EDIT: reworded, since it seemed a bit ... "aggressive".

PS:
quote:
shields will still generate aroud 1000 (maybe lower once I actually finish shielding) shield points (one per ship)
You've got the "One per vehicle" restiction in mind for this, right?

[This message has been edited by suicide_junkie (edited 26 September 2001).]
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