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Message no. 1
From: Phil Smith phil_urbanhell@*******.com
Subject: My ongoing search for an armor creation system
Date: Fri, 19 May 2000 18:47:19 GMT
I spent the majority of my afternoon putting the following together, if
anyone out there has better concept of maths than me or has another angle on
this please tell me so that I can finish this off. The armor pricing is
really bugging me and I had to make a few leaps of the imagination to get
even this far, which is basicly nowhere. So can someone who can do this
maths stuff have a look and chuckle at my wasted time.

The horrible story begins...

Calculating Armor In Shadowrun
My Cyberpunk armor conversions keep on coming out a bit too cheap. Bringing
the multipliers into line would involve changing the system to a degree my
own mathamatical abilitys are beyond, however, I have seen some patterns in
the existing Shadowrun armor system and want to have a go at deciphering it.

Quality
This is the easy part; normal clothing costs 50¥, fine costs 500¥ and tres
chic costs 1000¥. Therefore to make an item fine multiply it by 10 and to
make it tres chic multiply by 20. Sorted.

Armor
This one I am dreading; okay, using our starting point of normal clothing
(50¥) to get an armor value of 3/0 costs 10 time the price, in CC the
Vashion Island Auctioneer Line has a total armor rating of 6/4 and a price
of 2650, divide by 10 for fine and we have 265¥, 265 divided by 50 is 5.3.
This is going to be complicated. The Sleeping Tiger Line has a collective
armor rating of 2/4 and a price of 2200¥, divide by 10 for fine and we have
220¥, 220 divided by 50 equals 4.4.

The Second Skin line has a rating of 2/2 and costs 5000¥, divide by 20 for
tres chic and we have 250¥, divided by 50 equals 5.

Do we have any recurring themes yet? not really.

Zoe Futura Line has an armor rating of 5/3 and a price of 5000¥, divide by
10 for being fine clothing; 500¥, divided by 50 equals 10, which is the sam
multiplier as for 3/0. The Dallas Line For Men; a collective armor of 5/3
and a price of 2850¥, divide by 10 for fine for a value of 285 divided by 50
= 5.16. The Wild Hunt light armored clothing has an armor of 1/0 and 8
times the value, the heavy armored clothing has a value of 4/0 and 12 times
the value.

(Grabbing at straws here) that extra point of ballistic armor costs 2 x2
multiplier. Up to 3 costs x10 which equals x2 per point with one left over.
An idea; if an item is armored it incurrs a multiplier of 1+(Bx2). How
does this square with other figures? The Light Wild Hunt Line should cost
therefore (1+(1x2)=3), 50¥x30¥, not 400¥, the Armante Venician line
(1+(1x2)=3) 50x30¥x20 for tres chic000¥, not 3500¥. Back to the
drawing board.

Multiplier Armor
x10 3/0
x5.3 6/4
x4.4 2/4
x5 2/2
x5.16 5/3
x8 1/0
x12 4/0

Say the 1/0 suit only cost 300¥. Then every increase in ballistic armor
adds +2 to the multiplier. So, to reach the first 1 ballistic armor costs
x6. However, this only works where the armor has an impact value of 0, I am
therefore guessing that the above clothing is made from kevlar (it even says
it in SR3); made for stopping bullets. Sorted.
Material Multiplier
Kevlar x(6+(+2/level))
I would set the maximum ballistic rating at 6 for this.

Now this is begining to look like something my good friend Al sent me...

<SNIP>
Balistic Cloth (low rating, high concealability)
Blastic Plating (high rating, low concealability)
High Quality Balistic Cloth or Plating (as above but higher concealability
and price)
DuPont Crystle (See NAGtRL) (EXPENSIVE, very high conceal, low rating)
DuPont Crystle and faux diamonds (See NAGtRL) (as above)
Polymer (??? - the form fitting armored underwear, Modest ratings, very high
concealability, and modest cost)
Real and Synthetic Leather (Impact protection only, not normally considered
"armor")
Any thing else?
<SNIP>

Okay then, kevlar (ballistic cloth) has been done. Ballistic plating is
normally concealed inbetween layers of other cloth, and as a rough guess I
would say that it gives an armor of 1/1 per level (I know; it is ballistic
plating, but I imagine it will stop knives as well). Now, finding the
multiplier.
Say the Futara Line has 3/3 points of Ballistic Plating and 2 points of
kevlar. That gives a multiplier of ... no that will never work. Okay, say
the multiplier only begins at 6 if the material is all kevlar. Then we have
a multiplier of 5-2=3. So, each level of plating adds +1 to the armor
multiplier. Does this work? The Second Skin Line evidently gets its 2/2
armor from moon rock to have a multiplier of x5 (or high quality ballistic
cloth...) The Sleeping Tiger Line however, has a value of 2/4, 2/2 points
of which can be made up of ballistic plating, giving a multiplier of 2. The
extra 2 points of impact armor account for the extra x2 (x2.5?). The
Auctioneer line is kind of a fly in the face of this (slightly shaky) system
to have a multiplier of only 5.3 when it should be 4 (6 with kevlar).
Therefore, adding to ballistic plating gets easier, for a multiplier of only
.5 for points over 3/3.
Obviously this is a cheap way to jack up armor values so the reductions in
concelability will have to be harsh. This does mean that a 1/1 piece of
clothing would cost as normal.
Material Multiplier
Ballistic Plating 1/1 to 3/3: x1/level
4/4 to 6/6: x(3+(level/2))

Now, Impact armor is derived from leather and similar materials. Let's
assume this to be the equivalent of fake leather. Any item of clothing can
be made of fake leather, so a suit made of synthetic leather would consist
of 3 leather items, 250x3u0¥ (which indcedently has the same armor as real
as well as price), a multiplier of (750/50), that is a little higher than
I was looking for.
Okay, disgard the look, impact armor can come from nice simple padding.
So... Oh to hell with it; the Sleeping Tiger Line has a multiplier of 4.4
(call it 4.5) and an armor rating of 2/4, of which 2 points of multiplier
and 2 points of impact armor are accounted for. Therefore, the last 2 have
a multuiplier of 1.25 each.
Material Multiplier
Impact Cloth x1.25/level.

If it's stupid and it works, it ain't stupid.

So, say we want to make the Armante Executive Suite Line...
An armor of 3/1 can be made from 1/1 of ballistic plating and 3 points of
Kevlar for a multiplier of (1+(2x3)= x7. 50¥x7= 350, x20 for tres chic=
7000¥...for a 1100¥ tux. Dammit!
And the Full Cammo Suit from SR3
We can explain away 3/3 of that armor and a x3 multiplier from ballistic
plating and the last 1 point through kevlar, for a multiplier of
(3+(2x1.25))=5.5, 50x5.5'5¥ and I've wasted an afternoon.

Phil

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Message no. 2
From: Gurth gurth@******.nl
Subject: My ongoing search for an armor creation system
Date: Sat, 20 May 2000 11:36:34 +0200
According to Phil Smith, at 18:47 on 19 May 00, the word on the street
was...

> I spent the majority of my afternoon putting the following together, if
> anyone out there has better concept of maths than me or has another angle on
> this please tell me so that I can finish this off. The armor pricing is
> really bugging me and I had to make a few leaps of the imagination to get
> even this far, which is basicly nowhere. So can someone who can do this
> maths stuff have a look and chuckle at my wasted time.

*chuckle* ;)

Seriously, I have the idea that your armor pricing system will fail for
the same reason the firearms design system does: it's an add-on which
either requires large amounts of price-fudging, or a complete
recalculation of all existing armor prices.

> Quality
> This is the easy part; normal clothing costs 50¥, fine costs 500¥ and tres
> chic costs 1000¥. Therefore to make an item fine multiply it by 10 and to
> make it tres chic multiply by 20. Sorted.

That's a good assumption to make, IMHO.

> Armor
[snip lotsa stuff]

The way I'd do this, is to figure out a formula. Input all the armor
ratings into a regression program and let it calculate a formula that fits
best -- and even then, you'll have lots of armors that won't fit...

Here's what I come up with if I only use the armors from the SR3 main
rulebook, and try for a useable formula instead of one involving the armor
rating to the fourth power or something equally unwieldy:

price = 194.2 * (b+i)^2 - 1619 * (b+i) + 3164

"b+i" is the armor's ballistic plus impact ratings.

Let's see how well it works: armor jacket has ballistic 5, impact 3, and
costs 900Y. 194.2 * 8^2 - 1619 * 8 + 3164 = 2641Y. Not _quite_ right :)
Armor vest then, ballistic 2, impact 1, and 200Y BTB comes out at 55Y. In
fact, you'll even get negative values for b+i ratings of 4 and 5...
"Here's your armor, sir, and 200 nuyen for taking it off our hands. Please
come again." :)

I don't have any software that figures out formulas with multiple
variables, else I could input the ballistic and impact ratings separately;
I'd probably also add concealability and weight, as these should also
affect the price, IMHO.

Like I said above, it will be pretty hard to make this all work without
creating a formula and recalculating all existing armor's prices based on
it.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
when she told me, "mad and meaningless as ever"
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ UL P L+ E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 3
From: Phil Smith phil_urbanhell@*******.com
Subject: My ongoing search for an armor creation system
Date: Sat, 20 May 2000 10:08:33 GMT
>From: "Gurth" <gurth@******.nl>
>Seriously, I have the idea that your armor pricing system will fail for
>the same reason the firearms design system does: it's an add-on which
>either requires large amounts of price-fudging, or a complete
>recalculation of all existing armor prices.

It is begining to look that way; my converted Chromebook 4 list makes sense,
it just keeps on throwing out really low prices every so often.

> > Quality
> > This is the easy part; normal clothing costs 50¥, fine costs 500¥ and
>tres
> > chic costs 1000¥. Therefore to make an item fine multiply it by 10 and
>to
> > make it tres chic multiply by 20. Sorted.
>
>That's a good assumption to make, IMHO.

So at least I have got somewhere :)>

> > Armor
<SNIP> In
>fact, you'll even get negative values for b+i ratings of 4 and 5...
>"Here's your armor, sir, and 200 nuyen for taking it off our hands. Please
>come again." :)

Cheers for trying anyway.

>I don't have any software that figures out formulas with multiple
>variables, else I could input the ballistic and impact ratings separately;
>I'd probably also add concealability and weight, as these should also
>affect the price, IMHO.

That I can do, I don't have any formulas knocked together, but I'm sure that
wouldn't be _too_ difficult.

Phil
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Message no. 4
From: Phil Smith phil_urbanhell@*******.com
Subject: My ongoing search for an armor creation system
Date: Sat, 20 May 2000 10:19:22 GMT
>From: "Phil Smith" <phil_urbanhell@*******.com>
>>I don't have any software that figures out formulas with multiple
>>variables, else I could input the ballistic and impact ratings separately;
>>I'd probably also add concealability and weight, as these should also
>>affect the price, IMHO.
>
>That I can do, I don't have any formulas knocked together, but I'm sure
>that
>wouldn't be _too_ difficult.

Before anyone gets confused, I was refering to calculating concelability and
weight, not building a programme to work all this out.

Phil
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Message no. 5
From: Wavy Davy ctysmd@***.leeds.ac.uk
Subject: My ongoing search for an armor creation system
Date: Sat, 20 May 2000 11:23:07 +0100 (BST)
On Fri, 19 May 2000, Phil Smith wrote:

[snipped large amount of math]

I dont rekon that it need to be this detailed. Just use the canon
prices to determine how expensive which kinda of ratings are and fit
a price in that feels right, taking into account ratings,
concealability, fashion and rariety. Armour is a relatavly cheap
commodity, well, compared to BigGunz and Rigger/Decker/Mage/Cyber
stuff anyway, and so isn't gonna bother runners that much if its 5000
nuyen of 2000. Or 1999.99 (btw, is there a sub-nuyen currency unit?)

However, there are questions of availability and street index. Very
good armours and very concealable arnour with good ratings can be
unbalanceing, and you may want to hike up availabilty/SI. Stuff might
also be very rare, like spidersilk, and be expensive, even though it's
not that good.

Given that FASA seem to have to re-engineer everything when they want
to make it fit a standard form (Rigger 2, anyone? :), I would guess
they follow this more arbitary method, especially with relativley low
priced items like armour.

Hmmm this makes me think....no - different topic. New post, I think
:)

--
Wavy Davy (who shares wins)
...We tend to scoff at the beliefs of the ancients. But we can't scoff at them
personally, to their faces, and this is what annoys me.
Message no. 6
From: Gurth gurth@******.nl
Subject: My ongoing search for an armor creation system
Date: Sat, 20 May 2000 20:07:09 +0200
According to Phil Smith, at 10:08 on 20 May 00, the word on the street
was...

> It is begining to look that way; my converted Chromebook 4 list makes sense,
> it just keeps on throwing out really low prices every so often.

Which isn't a problem, when you look at it. Why are Levi's jeans more
expensive than brandless ones? Exactly...

> >That's a good assumption to make, IMHO.
>
> So at least I have got somewhere :)>

For years I've been multiplying armor prices by 10 and 20 for fine
clothing and tres chich clothing equivalents, respectively. If someone
wants to buy, for example, an armored evening gown, I just look up the
price for armor clothing, multiply by 20, and say "Sure, you can find a
3/0 armor gown for ten grand."

> > > Armor
> <SNIP> In
> >fact, you'll even get negative values for b+i ratings of 4 and 5...
> >"Here's your armor, sir, and 200 nuyen for taking it off our hands. Please
> >come again." :)
>
> Cheers for trying anyway.

This was all of about 2 minutes' work.

> >I don't have any software that figures out formulas with multiple
> >variables, else I could input the ballistic and impact ratings separately;
> >I'd probably also add concealability and weight, as these should also
> >affect the price, IMHO.
>
> That I can do, I don't have any formulas knocked together, but I'm sure that
> wouldn't be _too_ difficult.

If you are willing to recalculate everything in the way of existing armor,
it's fairly easy to do. Just as an example, you could do it more or less
like this:

Price = (Ballistic + Impact) x Concealability / Weight x 50 nuyen

For best results, apply those multipliers from Chromebook 4 to reflect
quality, brands, etc. so you can get a reasonably acccurate price for
almost anything.

Actually, that formula isn't even that inaccurate... (5 + 3) x 6 / 2x 50 =
1200 nuyen for an armor jacket, or 3 x 10 / 2 x 50 = 750 for armor
clothing. All it needs is to take 25 to 33% off the multiplier and it's
virtually spot-on:

Price = (Ballistic + Impact) x Concealability / Weight x 35 nuyen

SR3 price Formula price
Armor clothing 500 525
Armor jacket 900 840
Armor vest 200 1260
Vest with plates 600 1225
Lined coat 700 560

The prices for the vests are way out of proportion, but the others are
reasonable, IMHO.

You could get much better results by tweaking the formula, especially by
weighting some factors over others, but this will probably require lots of
experimentation to come up with one that gives good values all around.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
when she told me, "mad and meaningless as ever"
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ UL P L+ E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 7
From: Phil Smith phil_urbanhell@*******.com
Subject: My ongoing search for an armor creation system
Date: Sun, 21 May 2000 08:49:45 GMT
>From: "Gurth" <gurth@******.nl>
> > It is begining to look that way; my converted Chromebook 4 list makes
>sense,
> > it just keeps on throwing out really low prices every so often.
>
>Which isn't a problem, when you look at it. Why are Levi's jeans more
>expensive than brandless ones? Exactly...

Actually the item in question was a very fine edgerunner 4/2 jacket which
ended up costing less than an unarmored fine suit.

>For years I've been multiplying armor prices by 10 and 20 for fine
>clothing and tres chich clothing equivalents, respectively. If someone
>wants to buy, for example, an armored evening gown, I just look up the
>price for armor clothing, multiply by 20, and say "Sure, you can find a
>3/0 armor gown for ten grand."

Well, it was somewhat of a revelation for me :)>

>If you are willing to recalculate everything in the way of existing armor,
>it's fairly easy to do. Just as an example, you could do it more or less
>like this:
<Snip>
>You could get much better results by tweaking the formula, especially by
>weighting some factors over others, but this will probably require lots of
>experimentation to come up with one that gives good values all around.

I will look into this, if anything particularly cool comes out expect a
NAGEE submission :)>

Phil
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Message no. 8
From: Gurth gurth@******.nl
Subject: My ongoing search for an armor creation system
Date: Sun, 21 May 2000 11:25:27 +0200
According to Phil Smith, at 8:49 on 21 May 00, the word on the street
was...

> Actually the item in question was a very fine edgerunner 4/2 jacket which
> ended up costing less than an unarmored fine suit.

In that case you should adjust the multipliers a bit. Don't use them
straight from Chromebook 4, but adjust them to match SR's x10 for fine and
x20 for tres chic. Since CB4 makes high fashion be a x4 multiplier,
increasing all those mutlipliers by a factor 5 seems to suit the job:

Generic Chic x5
Leisurewear x10
Urban Flash x10 (equivalent to SR's Fine)
Businesswear x15
Edgerunner x15
High Fashion x20 (equivalent to SR's Tres Chic)

The eurodollar prices of the (unarmored) clothes themselves in CB4 look
fairly close to what individual clothes would cost in SR (in nuyen),
though you may want to halve them if you want to be able to put together
an entire outfit (say, pants, shirt, jacket and shoes) for 50Y.

That only leaves the armor ratings to figure out :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
when she told me, "mad and meaningless as ever"
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ UL P L+ E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 9
From: Phil Smith phil_urbanhell@*******.com
Subject: My ongoing search for an armor creation system
Date: Sun, 21 May 2000 11:15:32 GMT
>From: "Gurth" <gurth@******.nl>
>In that case you should adjust the multipliers a bit. Don't use them
>straight from Chromebook 4, but adjust them to match SR's x10 for fine and
>x20 for tres chic. Since CB4 makes high fashion be a x4 multiplier,
>increasing all those mutlipliers by a factor 5 seems to suit the job:
>
>Generic Chic x5
>Leisurewear x10
>Urban Flash x10 (equivalent to SR's Fine)
>Businesswear x15
>Edgerunner x15
>High Fashion x20 (equivalent to SR's Tres Chic)

This works, except in Shadowrun most fashionable outfits seem to be
buyisnesswear x3, multiply that by 4 for designer and you have x12 which is
not that far off normal multipliers, it just makes normal clothing
unnervingly cheap.

The above does prevent so many anomolys from being thrown up. I like to
think of the different styles as being different sub-cultures and the
quality multipliers determine fine/tres chic.

>The eurodollar prices of the (unarmored) clothes themselves in CB4 look
>fairly close to what individual clothes would cost in SR (in nuyen),
>though you may want to halve them if you want to be able to put together
>an entire outfit (say, pants, shirt, jacket and shoes) for 50Y.

I did try changing them a bit to make the clothing a little more expensive,
and then decided that it was not worth it.

>That only leaves the armor ratings to figure out :)

Done, I can mail you the different values if you want.

Btw, I messed about with price calculation system you so kindly threw
together, and ended up with this, which is actually ends up with worse
figures than yours.
Armored jacket 8x113¥0¥/900¥
Vest w. plates 600¥/7= 86¥
Armored clothing 500¥/37¥
Secure long coate0¥/68¥
Secure ultra-vest 350¥/5p¥

113+86+167+108+70/5u¥
Price= (B+I)X75¥ (except it doesn't by a long soht; the search goes on.) :)>

I have however found a way to calculate concelability.
Concelability starts at 20,
Say concelbility drops by Bx2+I
Jacket Conc 7/6
Vest w. plates Conc 9/10
Clothing Conc 11/10
Secure Long Coat Conc 10/10
Secure Ultra Vest Conc 12/14

For more money up to +2 could be added to conclealability.

This does however kind of screw up your system.
How about (B+I)x(75¥+ conc increasesx10)

So a Vest w. plates 6x(75+10)Q0¥ (a little cheaper)
Armored Jacket= 8x75`0(groan)
Armored Clothing
3x(75+10)"5

Okay, (B+I)x(100+conc increases)
Vest w. plates6x110f0¥ (a little high)
Jacket 8x100€0¥ (a little low)
Armored Clothing=3x110= 330¥
Secure ultra vest= 5x120`0¥

The secure clothing seems to get cheaper the more concelable it is.

Say we lower the concelability increase up to +5/level and pretend that
armored clothing does not exist.

Vest w. plates 6x105= 630¥
Secure Ultra-vest= 5x110= 550¥

Anyhow, I really need to learn to speak French by Thursday so I'm giving up
on this for today, any ideas will be apreciated. :)>

Phil
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Message no. 10
From: Gurth gurth@******.nl
Subject: My ongoing search for an armor creation system
Date: Mon, 22 May 2000 12:18:02 +0200
According to Phil Smith, at 11:15 on 21 May 00, the word on the street
was...

> This works, except in Shadowrun most fashionable outfits seem to be
> buyisnesswear x3, multiply that by 4 for designer and you have x12 which is
> not that far off normal multipliers, it just makes normal clothing
> unnervingly cheap.

How so?

> The above does prevent so many anomolys from being thrown up. I like to
> think of the different styles as being different sub-cultures and the
> quality multipliers determine fine/tres chic.

In that case, you adjust the quality multipliers to SR's x1/x10/x20. The
only thing here is that Average has to stay at x1, IMHO.

> >That only leaves the armor ratings to figure out :)
>
> Done, I can mail you the different values if you want.

I meant how to calculate the cost of a piece of clothing based on its
armor ratings, which is what you started this thread about.

> Anyhow, I really need to learn to speak French by Thursday

Get a chipjack :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
when she told me, "mad and meaningless as ever"
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
->The Plastic Warriors Page: http://shadowrun.html.com/plasticwarriors/<-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ UL P L+ E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 11
From: Phil Smith phil_urbanhell@*******.com
Subject: My ongoing search for an armor creation system
Date: Mon, 22 May 2000 18:30:35 GMT
>From: "Gurth" <gurth@******.nl>
> > This works, except in Shadowrun most fashionable outfits seem to be
> > buyisnesswear x3, multiply that by 4 for designer and you have x12 which
>is
> > not that far off normal multipliers, it just makes normal clothing
> > unnervingly cheap.
>
>How so?

Anything <insert quality> normal turns out a lot cheaper than its SR
equivalent.

> > The above does prevent so many anomolys from being thrown up. I like to
> > think of the different styles as being different sub-cultures and the
> > quality multipliers determine fine/tres chic.
>
>In that case, you adjust the quality multipliers to SR's x1/x10/x20. The
>only thing here is that Average has to stay at x1, IMHO.

I am actually quite tempted to use your system in the last mail, I just like
to create tres chic street clothing instead of buisnesswear :)>

> > >That only leaves the armor ratings to figure out :)
> >
> > Done, I can mail you the different values if you want.
>
>I meant how to calculate the cost of a piece of clothing based on its
>armor ratings, which is what you started this thread about.

Ah *ponders* the system I created (stole from Twilightrun) just converst SP
to armor ratings, the multipliers for SP Chromebook 4 are a bit strange, I
(foolishly) thought that I could create a better one.

> > Anyhow, I really need to learn to speak French by Thursday
>
>Get a chipjack :)

If only, actually I think an absorb information spell would be easier. :)>

Phil
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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.