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  #1  
Old December 23rd, 2004, 05:43 PM
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Default Re: Anyone interested in a playable B5 mod, read h

That was me with the armor.

Light armor: Best Hp/KT. Worst % absorption.
Heavy armor: not bad Hp/KT. Best % absorption.

---

Heavy armor keeps your ship operational longer, since the internals take damage Last. Easiest to repair as well.

Light armor means your ship gets crippled faster, but remains intact and salvagable longer. Hardest to repair.

-----

The advanced armors include Emissive/crystalline damage reducing bonuses.
Level 1 lets you install only one component.
Level 2 lets you install up to two components.
Level 3 lets you install as many as you like.

The armors are all gridded, so there are multiple tech areas that will provide improved Versions (cheaper/stronger/more ability points)
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Old December 24th, 2004, 05:35 AM
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Default Re: Anyone interested in a playable B5 mod, read h

Sorry SJ for forgetting the great maker of all the armor stuff.
As good as the armor is, it's not very userfriendly. Maybe you could device another Version, one that is just as ingenius, but far more userfriendly? Would you like to do that please?
I hope you have the motivation and the time for it.
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Old December 24th, 2004, 05:56 AM
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Default Re: Anyone interested in a playable B5 mod, read h

I don't see what is wrong with the armor? Seems simple enough... Maybe drop the structural supports though...
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Old December 24th, 2004, 06:10 AM
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Default Re: Anyone interested in a playable B5 mod, read h

If you are playing the mod (which has been quite some time ago for me, so I could be wrong), you are presented with no less than three armor types and a few other classes (reactive, absorbing and some others), it's just too much. I embrace the KISS philosophy wholeheartedly.
Suggestions as to reduce the amount we have now?

RagsX:
My attempt at the next incarnation of this mod, was based on modularity. I wanted to make the whole mod modular. First Grumbler and I would make the part every race could get, then bit by bit we would add the moduls for the different races. Will that be a good idea now too?
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Old December 24th, 2004, 02:16 PM
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Default Re: Anyone interested in a playable B5 mod, read h

I still don't see what is wrong with choice... The more advanced armors replace each other in terms of abilities and effectiveness. It is just the initial armors where you have some options, and only 3 at that. They provide greater strategic diversity to the mod, which is most certainly a good thing. Should the weapons set be reduced to one weapon per race as well?
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Old December 24th, 2004, 02:47 PM
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Default Re: Anyone interested in a playable B5 mod, read h

Well the armor is just too difficult to understand. Maybe you should play a game of the mod, you will see there is no just no point in having several tech areas for armor components, of which all are called with phrases like 1a 3b or 4c. Its gets way to difficult to understand. I would prefer a system like your adamant uses. 1k and 10k components, simple as it is. Since both Timstone and i agree on the fact that the armor system needs reworking, it will be done

Timstone: Good idea. Maybe we could met sometime in ICQ or something, to work out what needs to be done, and who will do it. Im willing to spent alot of time, but i need a plan on what to do and i need input/suggestions. ^^
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Old December 24th, 2004, 02:52 PM
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Default Re: Anyone interested in a playable B5 mod, read h

I have played the mod... It was easy enough to understand. It just needs better documentation, such as an included Help file on the armor... Different techs improve different aspects of the armor. It is a tech grid. There most certainly is a purpose to having several tech areas for the armor components.

Both of you are wrong, the armor doesn't need reworking.
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