RE: Re:Armor
From: "Bell, Brian K" <Brian_Bell@d...>
Date: Fri, 13 Oct 2000 07:32:38 -0400
Subject: RE: Re:Armor
2nd counter proposal:
'Real Armor':
Armor masses 1% of ship mass per arc covered
- armor mass = arcs covered * (ship mass * 0.01)
- Minimum mass of 1
- Must be purchased in 1 mass units (no fractions).
Effect:
- Against attacks that have a combined to-hit and damage roll, subtract
1
from the to hit roll of each die. A roll of 6 always hits.
- Against attacks that have a seperate roll for damage, subtract 1
point
from each damage die.
- Does not protect against area attacks (Phalon plasma, Nova Cannons,
Wave
Guns) unless all 6 arcs are armored.
- Against Leech style weapons (Leech Pods), it provides 1 point of
protection for the first round, but not for subsequent rounds; per leech
weapon that hits.
Armor is NOT reduced with damage.
Armor is not subject to needle attacks.
Armor is subject to threshold checks from DAMAGE (not EMP), but is at
one
level lower than other systems (like core systems) because it is less
subject to catestrophic failure. Each arc is treated seperatly for
threshold
checks.
Armor may NOT be applied in multiple layers (i.e. no effect for armoring
the
same arc more than once).
May NOT be combined with "standard armor".
-----
Brian Bell
bkb@beol.net
The Full Thrust Ship Registry:
http://www.ftsr.org
-----
> -----Original Message-----
> From: Oerjan Ohlson [SMTP:oerjan.ohlson@telia.com]
> Sent: Thursday, October 12, 2000 1:28 PM
> To: gzg-l@CSUA.Berkeley.EDU
> Subject: Re: Re:Armor
>
> Laserlight wrote:
>
> >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.
>
> The basic idea is fine, but has two serious problems in FT/FB:
>
> - You need to roll damage for each weapon separately, including beams.
> Rolling separate damage each beam/Pulser battery aboard 10+ ships
slows
> the game down a *lot* - other weapons aren't affected since they only
> roll one die each anyway. (If you deduct 1 pt. of damage from every
> beam *die*, you effectively remove beams and Pulsers from the game -
> thus I assume that you didn't mean this!)
>
> - The balance between the weapons goes out the airlock - you'll have
to
> re-do all weapon costs from scratch.
>
> (Yes, I've tried a very similar system. No, I didn't carry through
with
> re-balancing everything...)
>
> Later,
>
> 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