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Re: Armor

From: Donald Hosford <Hosford.Donald@A...>
Date: Fri, 13 Oct 2000 03:05:24 -0400
Subject: Re: Armor

How about these for ideas?

Don's Perminent Armor:

Set the mass at, say 1% per facing per point of defense.  Set cost at
say 3 or
so per mass. (just for figuring...)
Higher tech armors:  Just increase the cost per mass, and decrease the %
per
point of defense.
Lower tech armors: just lower the cost per mass, and increase the % per
point
of defense.

(Probably total up the mass of all armor points, then figure cost.)

A) Accumulated damage.
First, keep track of how much damage each facing stops.
Every time the ship gets hit there, add the new damage, and make a die
roll.
Whenever the die roll is less than the "accumulated damage", reduce that
facing's
Armor defense by 1 point.  Reset the Accumulated damage each time one
point is
lost.

B) Inherrent defense.
This idea is simpler.
First, any damage that is less than half the Armor's defense, is
compleatly
absorbed. (round fractions down.)
Second, any damage from 1/2 to full armor defense, is absorbed, but the
armor
looses one point of defense. (Again, round fractions down.)
Third, any damage that does more than the Armor's defense, goes right
through,
AND reduces the armor 1 point of defence.

Both ideas assume that the damage is being totaled up before applying it
to
the armor.

Both of these ideas make armor perminent, but it can be "whittled away".
Means those dreadnoughts will not be safe forever.0

On the negative side, one now has to keep track of which directions each
attack comes from, and applying it to the proper side(s) of each ship.

I favor idea B myself...

Donald Hosford

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