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September 26th, 2002, 03:41 AM
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Second Lieutenant
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Re: full coverage armor
Quote:
Originally posted by Puke:
the porportions mod (and some others) uses a concept where regular armor does not get damaged first, but mearly soaks up damage as if it were a regular component. it also has a kind of armor that IS damaged first, but provides less protection (presumeably since it is more spread out)
CAR WARS is a steve jackson game, loosely themed around Mad Max. it has a concept where armor is heavier on larger vehicles, because you need more to cover a larger car or van.
some genius recently (okay, a month or so ago) came up with the idea to use engine mounts to allow for a better QNP movement system, by scaling engine size to match ship size.
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That'd be me. *blush*
Quote:
What are peoples thoughts about using an Armor Mount to scale ship-covering armor to mass more on larger ships? I think that I brought this up in the thread about the engines, but as im putting together my GritTech mod, and am thinking of including this, I thought it deserved its own discussion.
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That would be a BRILLIANT idea, IMO ... but it might also be more appropriate for *shield* generators (putting 100 points of shield energy around a 100kT ship, should require l.ess power, and less machinery (etc), thanputting the same 100 points of energy around a 1500kT ship ...).
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September 26th, 2002, 03:43 AM
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BANNED USER
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Join Date: Nov 2001
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Re: full coverage armor
Hot foot,
I guess if you wanted to carry that a bit further, perhaps it could be built into part of a game where the "goal" of one side would be to capture the ship with the Embasador on board.
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September 26th, 2002, 03:48 AM
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Corporal
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Re: full coverage armor
Quote:
Originally posted by Gryphin:
Hot foot,
I guess if you wanted to carry that a bit further, perhaps it could be built into part of a game where the "goal" of one side would be to capture the ship with the Embasador on board.
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Well, it would certainly introduce some interesting role-playing opprotunities at the very least. Though you could code something into the game where it could be considered some sort of victory (or defeat) for one side or another.
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September 26th, 2002, 04:24 AM
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BANNED USER
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Re: full coverage armor
Hotfoot,
Here is a thread on, "Capture the Flag" ideas. May be of intereste to you.
Capture The Flag Thread
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September 26th, 2002, 12:00 PM
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Brigadier General
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Re: full coverage armor
Might be too late to chime in, since Puke already made the enhancement file, but here are my $0.02 anyway.
Puke, if I understand this correctly you are changing the size of the armor component and leave the structure constant, right? That leaves you with some odd numbers. How about if you keep the size of the armor constant and let the mounts change the structure? In effect that would mean that 10kT of armor will result in a 'thicker' armor on an escort compared to a battleship. That also means that armor on bigger ships will take longer to repair, since you must use more components to get the same amount of protection. Not sure if that side effect is desired or not. Just an idea, anyway.
Re Shields: I proposed such a system a while ago. Makes perfect sense to me that shields get weaker on bigger ships. Worked out a system for this, too. Got mixed reactions on this and seemed too much work at the time, since the my to-do-list was already long. So I haven't yet implemented it, but I am still considering it for a future Version of DNM.
Rollo
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September 27th, 2002, 08:53 AM
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Lieutenant General
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Re: full coverage armor
hey, i like your idea better, Rollo. good thing i kept the spreadsheet, it should be simple enough to tweak it to increase durability rather than decrease size, although if i go down that road, the armor mount might end up playing second fiddle to p&n style 'premium' component mounts.
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September 27th, 2002, 11:58 PM
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Shrapnel Fanatic
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Re: full coverage armor
It seems to me, that the difference between shields and armor, is that armor can get holes in it
With an energy shield, it should be easy for the protection to remain balanced in each direction until the entire field collapses.
If shields were to be left almost normal, and the armor were altered as discussed below, you could get a nice divergence between large and small ships. (Set the balance so that shield and armor are equally effective on a Cruiser, say. Then small ships would be better with armor, and bigger ships better with shields)
It would also create a mid-game situation where large ships are available, but they are only useful for non-combat jobs (since shields haven't been researched to worthwhile levels yet.
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