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Re:Armor

From: "Oerjan Ohlson" <oerjan.ohlson@t...>
Date: Tue, 17 Oct 2000 06:40:33 +0100
Subject: Re:Armor

I wrote:

>If it is given armour, its value increases by ~15% to about 390
points.
>The TMF increases to 106, and everything *exept* the armour now >costs
 350 points total. The armour must carry the remainder of the >ship's
> value, ie. 390 - 350 = 40 pts; it takes up 4 MASS (3% of 106, rounded
> up - I assume you clump all sides together before rounding, since you
> didn't specify this in the original post and rounding them separately
> makes the Mass thresholds even worse), so it needs to cost about
>40/4 = 10 x MASS. 
> 
>Probably a bit higher, actually - this particular ship started right
on
>a Mass threshold. Had the original unarmoured ship been TMF 96
>instead - ie., on the other side on that Mass threshold - it only need
3 >MASS of armour, its value increases from around 326 to around 407
>pts 

Um, no. The value increases to around 375 pts, which gives the armour
value of 14xMASS. The 407 pts figure came from the first calculation;
that's what gives you the 25xMASS figure below. Sorry 'bout that :-(

> In my first cost estimate - the one that landed on 20xMASS - I had
> assumed that beam dice inflict "-  -	-  -  1  1p" (ie., the armour
is
> equivalent to level-*2* screens), which means a survivability boost
of
> almost 70% against the majority weapon type and a value increase of
> 25-30% (I counted conservatively, so used 25%). For the TMF 100 >ship
above that would've made the value around 425 pts, giving an >armour
value of 19xMASS in the extreme low case; for the TMF 96 ship >it makes
the armour worth 25xMASS in the extreme high case.

Regards,

Oerjan Ohlson
oerjan.ohlson@telia.com

"Life is like a sewer.
  What you get out of it, depends on what you put into it."
- Hen3ry

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