From: | Phil Smith phil_urbanhell@*******.com |
---|---|
Subject: | My ongoing search for an armor creation system |
Date: | Fri, 19 May 2000 18:47:19 GMT |
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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