Quote:Original post by DesignerGuy hmmm, be warned; I just signed up and am jumping into an already involved topic.
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Most appreciated!
Quote: Set up "state" or "status" tracking on the armours. Let's say that each item/ship has a "perfect", "scratched", "worn", "battered", "breached" and "destroyed" threshold( disregard names or particular number of stages, of course ) - for every item, it could work something like this: 100% - "perfect" 80% - "scratched" 60% - "worn" 40% - "battered" 20% - "breached" 0% - "destroyed"
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I have something very much like this in mind. Armor can acquire a "Compromised x%" status, based on the type of weapon and armor. The higher the percentage, the more likely any subsequent hit with simply bypass armor and damage whatever is behind it. Also, as you note, different equipment performs differently based on how badly it's been Compromised (this is handled by a separate set of HP, called System, which is how functional any mechanical or biological entity is).
Quote: Similarly, a plasma blast isn't going to do bloody much to a guy in an environmentally sealed suit, except to hurt the suit. However, some poor schmuck standing next to the guy is unfortunate enough to have his lungs seared out, along with any other soft tissue, even if he was wearing the best non-environmental suit around.
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Good point. FWIW, I'm thinking that I'm going to be handling heat separately as well in order to do some interesting things with environmental puzzles, stealth and other sci-fi reasons. So if your armor is compromised, it lets heat in or out, which could be bad depending on the situation.
PS: To those who posted on the 18th I just wanted to say sorry for ignoring your great feedback. I somehow lost track of this post and forgot all about it.