Open deontologician opened 10 years ago
Migrated Comments:
(should only be viewable after engagements and should not immediately affect in-battle performance [should use prebattle stats to calculate])
Fatigue should be a slow moving counter (though faster than creep) based on the number of loads and frequency during battles.
Creep should be a slow moving counter for the wear and tear of an object. It should spike slightly after a battle when the part has been exposed to an extreme temperature.
I like that
I like that (great for when the energy weps are firing Likwid Plazma!)
I like this but can we apply this to everything except the core?
I think this would be a better notification than an effect stat. If your arm falls off you get a “Part ruptured” notification.
This should be mostly for cold damage I think. Melting can be applied to heat effects.
Use this as a stat for the other things (mainly buckling, fracture, etc.) Nothing more.
Wear should not be incorporated into battles. I think we could use fractures or “Breaches” to make the point understood.
I don’t think we need corrosion because melting, creep, and thermal shock will be able to cover most of our environmental damages.
Migrated from original Mech Wiki:
Standard Damage Effects
Note: These damage effects are from wikipedia (in the sidebar on the right are the mechanical failure modes)
Passive / Maintenance Effects
Active / In-Battle Effects
Exotic Damage effects