Open PowerfulBacon opened 5 months ago
Alternatively, a more complex armour system could feature something like
Alternatively, a more complex armour system could feature something like
- Blunt Resistance
- Penetration Resistance
- Energy Absorption Instead of the direct damage types, which would be an approach that more relies on describing what the armour would be like.
You could technically also take in the direction which SS14 went in with blunt, slash and piercing under brute and similar. Though that would probably bring you back to where we started.
Penetration resistance I believe should be a thing though. Which would make armor piercing rounds reasonable and would make bulletproof armor also reasonable against it. Though the balance of that sounds like hell.
this sounds good- I'd like to see more than just three characteristics from a serious armor rework though
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actually i probably should not be the arbiter of whats a design goal yet lol
I just want to make a note that we should probably start looking to refactor how armour functions, it is getting far too out of hand now with so many different armour values.
The current flags are:
take_bodypart_damage
Some stats that rely on multiple can sample and take an average from multiple. For example, energy can be a combination of laser and stamina.
In the end we should have something like:
Biological resistance becomes a flag used for sealed suits. Fire is currently based on bodytemperature anyway and is only used erronously
Why?
Armour is so bloated that is makes it annoying to modify, and it has so many useless flags that aren't being used the way that they sound like they would be used which just leads to confusion. No player wants to compare armour by looking through an entire page of stats that are completely useless.