Armour generator

6 posts ยท Jun 7 2001 to Jun 8 2001

From: Jaime Tiampo <fugu@s...>

Date: Wed, 06 Jun 2001 19:21:42 -0700

Subject: Armour generator

With this discussion of shields that work as armour and ST and all the likes
it occurs to me that for the last episode of Voyager they came up with an
interesting idea. An armour generator. The unit would be like a shield unit
but would produce a certain amount of armour in relation to the size of the
generator. Ok.. here's some concepts, I haven't thought it through, I haven't
figured the numbers, I just calling it out of my ass so no yealling it'll be
unbalancing because I'm sure it will be.:)

Lets say each level @ 5% ship mass. Each level creates 5 armour points. Armour
absorbs all damage
Once armour is gone generator takes threshold check @ 5+
Armour regenerates during repair phase @ 1 point per level Generator can be
targeted by needle beams While armour up needle beams cam only target
generator Generator takes thresholds like normal system If repaired armour
regenerates as normal that turn

This system is more cost effective for small ships and less for large ones.
Should make smaller ships harder to kill and more usefull.

Let the hacking of the idea begin.:)

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Thu, 7 Jun 2001 07:25:11 -0400

Subject: Re: Armour generator

From: Jaime Tiampo <fugu@spikyfishthing.com>

Sorry for the stomping...

> Lets say each level @ 5% ship mass.

This is _far_ better than level 1 screens, which stop 1/6 of beam damage
only. It is far better than regular armour (even shell armour), as nothing
(rerolls, torp damage, K-guns) penetrates. It has the additional balance
problem of being "kinetic" armor on top of the beam protection. Cost would
have to be _very_ high - _minimum_ 10 pts/mass, probably more, since the
armour is more than 5x as effective as regular armor.

> Once armour is gone generator takes threshold check @ 5+

This is another _advantage_ of the Armour generator, since regular arour
has
_no_ chance of regeneration after it is all crossed off.

> Armour regenerates during repair phase @ 1 point per level

Another +2 or 3 pts/mass

> Generator can be targeted by needle beams

Small, but significant bonus depending on oppnent. +1-+5/Mass -
scenario/Genre dependent.

> Generator takes thresholds like normal system

> This system is more cost effective for small ships and less for large

_Far_ more cost effective. The NSL would rule space with this system:
A Waldburg replacing its 3 Armour with Armour Generators (10% of hull) would,
for the same mass, be able to take 10 points of damage before even
scratching the hull. Even at a cost of 20/mass its cheap.

A Kornprinz Wilhelm could trade its 5 armour for 1 Generator, save 2 mass for
additional weapons or hull. and get better protection for a bargain price.

pretty much everything under Heavy Cruiser class would improve unduly from
this system. A swarm of Falkes or Stroschen, each with 5 pts of
all-absorbing armour is the illogical extreme.

From: Jaime Tiampo <fugu@s...>

Date: Thu, 07 Jun 2001 11:42:26 -0700

Subject: Re: Armour generator

> "Izenberg, Noam" wrote:

> Sorry for the stomping...

I said it wasn't going to be balanced:)

> > Lets say each level @ 5% ship mass.

It's different then level 1 screens. They decrease damage this absorbs
it. A level 1 screen decreases damage by 1/6th but this doesn't. It'll
still get hit on a 4. But you're right it is powerful.

A design consideration for this is that it should give you more armour points
then it takes up in mass. I think 5% maxing out at level 4 is a good level.
The cost in points should balance out the mass to armour change.

For damage absorbtion maybe it should go by level. Level 1 takes 1 point of
damage from beam and 1 from kinetic. Level 2 up to 2 form each, level 3 so
on...

> > Once armour is gone generator takes threshold check @ 5+

Yes this is an advantage.. it's part of the whole concept. Regenrable "faux"
armour.

> >Generator can be targeted by needle beams

> _Far_ more cost effective. The NSL would rule space with this system:

It should have diminishing returns.

> A Kornprinz Wilhelm could trade its 5 armour for 1 Generator, save 2

But not a bargain price. If we scale the cost per mass correctly it should
balance..

From: Roger Books <books@m...>

Date: Thu, 7 Jun 2001 14:57:12 -0400 (EDT)

Subject: Re: Armour generator

> On 7-Jun-01 at 14:41, Jaime Tiampo (fugu@spikyfishthing.com) wrote:

> A design consideration for this is that it should give you more armour

I think I'd have to disagree here.  I think it should take up _more_
mass than the equivalent armour. After all if I put my points in armour
shouldn't I get more than if I put it in a regenerating shield?

From: Jaime Tiampo <fugu@s...>

Date: Thu, 07 Jun 2001 14:23:43 -0700

Subject: Re: Armour generator

> Roger Books wrote:

Making it only useful for larger ships. A primary part of this is to make it
more useful for smaller ships and less the larger you get, so that around 80
or so mass you get the break even point.

I'm about to head out on a trip and won't be back till about the 22nd. I'll
try to run some numbers and actually come up with a workable system to repost
when I return.

As I said, this system would be wildly out of touch with reality until it
actually got worked on:)

From: Alan and Carmel Brain <aebrain@w...>

Date: Fri, 8 Jun 2001 19:05:25 +1000

Subject: Re: Armour generator

> > Lets say each level @ 5% ship mass.

To make a reasonable Shield, try the following:

A Shield stops 1 damage point per turn. Shields take up 5% mass, minimum 2.
Cost 3 pts per mass.

This means that a shield is more effective than a class 1 screen a) against up
to 5 dice per turn, b) against things other than beams.

But is less effective vs 7+ dice per turn.

This is still probably overly effective. 10% mass is probably better.