GZG List archives -- July 2006

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Re: Limits on armour? and Full Steam



One armor idea I floated a while back is to make armor cheaper (like 2 per mass), but have all damage above about 3 points from a single source (one attacking ship, one fighter group, one missile salvo, one plasma bolt etc) penetrate to the hull. This simulates directional coverage of armor (in that it can be locally overwhelmed) without using armor facings. This makes it more possible that heavily armored ships like the NSL might actually get destroyed before losing all their armor, which has a certain logic to it.

K-guns still penetrate after only 1 point.


On Jul 6, 2006, at 3:51 PM, John K Lerchey wrote:

If armor is to get a revamp, I'd think more about a complete overhaul than limiting the max based on hull row length.

J

John K. Lerchey
Assistant Director for Incident Response
Information Security Office
Carnegie Mellon University

On Thu, 6 Jul 2006, Indy wrote:

On 7/6/06, McCarthy, Tom (xwave) <Tom.McCarthy@xxxxxxxxx> wrote:
> What
> bugs me more is going up against a Komorov or something similar, where
you
> feel there's no point in shooting at it because it'll take five turns
just
> to get to the first threshold, and until then he's utterly safe from
> losing any systems.
In some ways, that what it feels like to me against the Markgraf, even.
Or the Ark Royal. Average hulls and more than 10% in armour is brutal
to chew through, and even weak hulls seem incredibly durable with 2
screens and 5% armour.


Well....isn't that part of the point of having those passive defenses on the
ship?


You just need to hit it with heavier damaging weapons (larger the ship,
larger the weapon to take it down). Of course then you hit the flip side
with weapon vaporizing all the little ships long before little ships can get
into engagement range.


Mk



---

"Who the hell wants to hear actors talk?"
         -- H.M. Warner, Warner Brothers, 1927.






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