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Mailing List Logs for ShadowRN

From: The Reverend <MDB0213@*****.TAMU.EDU>
Subject: Armor and more. (an a lurker yet again delurks!)
Date: Thu, 29 Apr 1993 19:13:57 -0500
]A, (can I call you A?), I like 5% and 10% because they are nice round numbers,
Dittos. 2 & 7 are all well and good, but I was under the impression that we
were making the system so that you didn't need a math degree to work out a
vehicle.

]not for any concrete reason. Also it means that 10 points of armor (a
]considerable amount) will double the chassis weight. I almost want to use a
]higher percentage. As for Body, I'm clueless.
Okay... here's a question that might make a difference on how to do armor..
HOW MUCH DO YOU TYPICALLY HAVE? I have 3-4 points on my "main vehicles", and
try to put a point or so on any others that I use (and therefore, since it's
only one point and not two, no handling modifier).

A suggestion: do the skillwires thing. You know how they jump dramatically in
cost/size at preset intervals? Possibly do something similar at different
levels. Besides having handling, speed, etc change, it would also affect cost,
units, and repairablility.

Example: levels 1-3 or armor are base armor. made out of regular materials
4-5 (?),however, are carbon-composites, and so cost a bit more to fix. No real
savings on space, since you need a lot of armor. This just makes it so that it
doesn't really take up more space.

This WOULD, however, make higher-level armor more expensive, and harder to fix.


Any comments?

Rev
p.s.: Please note that I am NOT suggesting making the different armors provide
different protection. It would only matter when building & fixing & paying for
the armor. Level 3 armor is one step less than level 4. Granted, it may cost a
lot more, and if you wanted to upgrade it, you'd have to rip out the old stuff
and put in the new stuff (ouch!), but otherwise it's the same damn stuff. Make
sense?

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