RE: Armor
From: "Bell, Brian K" <Brian_Bell@d...>
Date: Thu, 12 Oct 2000 09:03:34 -0400
Subject: RE: Armor
If the armor goes away (like current armor) when hit, then it is too
expensive. A mass 100 ship (BC) gets 1 armor for all arcs at 1%
using the current armor. A mass 200 ship gets 1 armor for all arcs
at 0.5% currently. A mass 33 DD could 'real' armor 3 sides for 1
mass. A mass 20 FF could 'real' armor 5 sides for 1mass.
If it does not go away when hit (like MT Kra'Vak armor),
then it is too powerful. Except for rerolls, it would negate beams,
pulsers, and stingers at long range (class-1 beams at its only
range) as well as fighters.
'Real Armor' counter proposal:
Gain 2 pips of 'Real' armor per 1% of ship mass. Pips must be
applied to a specific arc. It is then treated as the current armor,
execpt the attack must be through the protected arc for the
'Real' Armor to be effective. 'Real' armor must be purchased in
1 mass increments (no partial mass). You may not have more
pips of 'Real' Armor than mass. You cannot have more 'Real'
Armor than mass (prevents mass 10 ships with 20 pips of
'Real Armor').
-----
Brian Bell
bkb@beol.net
-----
> -----Original Message-----
> From: Laserlight [SMTP:laserlight@quixnet.net]
> Sent: Thursday, October 12, 2000 8:18 AM
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: Re:Armor
>
> The current FT "armor" seems to me to simulate Traveler
> sandcasters--omnidirectional, one box protects the same whether for a
DD
> or
> SDN, and it's ablative.
>
> How about "real" armor? For example, 1% of hull mass for each face
> protected, stops 1 point of damage from every weapon, not subject to
> threshold checks and doesn't reduce rerolls.