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Old December 19th, 2000, 08:46 PM
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Default Re: Shields/armor

- In my experience, organic armor regen is already cumulative; regeneration from non-damaged plates heals the damaged ones. The only way I know to end this is to bLast *all* the plates; once all the organic armor is destroyed, none regenerate IIRC.

- Spacebas: You might also want to look at efficiency ratios in terms of damage per space. Organic armor, for instance, tops out at level III, regenerating 30 pts/turn and w/ 150kt/40kt (3.75). Level III shields match this, (II and III are 40kt, but level 1 are 30kt. Weird.) and the best shields, Phased V, generate 375/40 for a ratio of 9.375, ignoring the 40kt resistance of the generator itself because it doesn't deterministically protect other components.

You'll also eventually want shields because of the large/heavy/massive weapons that'll take out your armor pretty quickly. If all your armor is destroyed, it won't regenerate but will need to be repaired. Shields, OTOH, even if downed completely one fight, regenerate (*if* you have supply left and the generators themselves are intact) for the next.

For instance, in one game I designed a Biowarfare-class BC, with roughly 1100 pts phased shielding (doable because of the higher pt/space ratio) and maybe 900 pts overall damage resistance. That's enough that it could absorb a salvo of missiles when closing to drop its plague bombs; the shields might be brought down, but they'd absorb enough generally that some organic armor would survive. Once the BC turned and moved away, the armor would regenerate. With armor only, there might not have been enough space to pull this off and still include things like cloaking, ecm, scanners and what-not.

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