Armor Factor: Difference between revisions
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Armor factors derive from your skin and the gear you are wearing. | Armor factors derive from your skin and the gear you are wearing. Armor reduces the severity of attacks on [[Building]]s, [[spacecraft]], [[vehicle]]s, [[creature]]s and [[item]]s. | ||
e.g. 5% 12hp. | Two numbers show the total effectiveness of armor, separated by a %. e.g. 5% 12hp. The first number is the percentage of damage that is ''absorbed'' by armor. The second number is the amount of damage that is ''blocked'' by armor. | ||
Armor factors on the [[Gear]] window are shown for kinetic contact damage. Armor factors can vary considerably against other kinds of damage. | |||
Armor factors on the Gear window are shown for kinetic contact damage. Armor factors can vary considerably against other | |||
== Combat Example == | == Combat Example == | ||
A knife is used to attack a target. It's damage range is 5-20hp per strike. | A knife is used to attack a target. It's damage range is 5-20hp per strike. | ||
By random chance the knife makes a good strike with all 20hp. The calculation to solve that 20hp strike against the target's 5% 12hp armor looks like this: | By random chance the knife makes a good strike with all 20hp. The calculation to solve that <span style="color: red">20hp</span> strike against the target's <span style="color: blue">5%</span> <span style="color: green">12hp</span> armor looks like this: | ||
{| class="wikitable" | {| class="wikitable" | ||
Line 20: | Line 16: | ||
! Unblocked Result | ! Unblocked Result | ||
|- | |- | ||
| 20hp | | <span style="color: red">20hp</span> | ||
| - ( | | - (<span style="color: blue">5%</span> * <span style="color: red">20hp</span>) | ||
| - 12hp | | - <span style="color: green">12hp</span> | ||
| = 7hp | | = 7hp | ||
|} | |} | ||
Line 29: | Line 25: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| Spacecraft | | [[Building]]s | ||
| Explode when a critical system, whose health is already at zero, is further damaged. Those critical systems are the Hull, Maneuver Drive, Power Plant, FTL Drive and Bay | | Are temporary destoryed when their health is reduced to 0. Once repaired they continue working like nothing happened. | ||
|- | |||
| [[Spacecraft]] | |||
| Explode when a critical system, whose health is already at zero, is further damaged. Those critical systems are the [[Hull]], [[Maneuver Drive]], [[Power_Plant_(Subsystem)|Power Plant]], [[FTL Drive]] and [[Weapon Bay]]. | |||
|- | |- | ||
| | | [[Vehicle]]s | ||
| Explode when their health is reduced to 0. | | Explode when their health is reduced to 0. | ||
|- | |- | ||
| | | [[Creature]]s | ||
| Fall unconscious when their health is reduced to 0. Die when their health is reduced to -30. | | Fall unconscious when their health is reduced to 0. Die when their health is reduced to -30. | ||
|- | |- | ||
| | | [[Item]]s | ||
| Destroyed when their health is reduced to 0. Some items explode when combat damage is applied to them. | | Destroyed when their health is reduced to 0. Some items explode when combat damage is applied to them. | ||
|} | |} | ||
==Armor Wear== | ==Armor Wear== | ||
Armor gear degrades 1 point for every 10hp of damage it reduces; hardened armor degrades only 1 point for every 20hp, when hit by the type of damage it is hardened against. | [[Armor]] gear degrades 1 point for every 10hp of damage it reduces; hardened armor degrades only 1 point for every 20hp, when hit by the type of damage it is hardened against. | ||
[[Environment_Armor|Environment armor]] and helmets lose their ability to protect against the environment when reduced to zero condition points. Inspecting these items will report the environment seal as ''broken'' when this is the case. | |||
[[Category:Science]] |
Latest revision as of 06:05, 27 February 2024
Armor factors derive from your skin and the gear you are wearing. Armor reduces the severity of attacks on Buildings, spacecraft, vehicles, creatures and items.
Two numbers show the total effectiveness of armor, separated by a %. e.g. 5% 12hp. The first number is the percentage of damage that is absorbed by armor. The second number is the amount of damage that is blocked by armor.
Armor factors on the Gear window are shown for kinetic contact damage. Armor factors can vary considerably against other kinds of damage.
Combat Example
A knife is used to attack a target. It's damage range is 5-20hp per strike.
By random chance the knife makes a good strike with all 20hp. The calculation to solve that 20hp strike against the target's 5% 12hp armor looks like this:
Strike | Absorbed | Blocked | Unblocked Result |
---|---|---|---|
20hp | - (5% * 20hp) | - 12hp | = 7hp |
Unblocked damage is what gets through the target's armor and reduces its health, by 7hp in this example.
Buildings | Are temporary destoryed when their health is reduced to 0. Once repaired they continue working like nothing happened. |
Spacecraft | Explode when a critical system, whose health is already at zero, is further damaged. Those critical systems are the Hull, Maneuver Drive, Power Plant, FTL Drive and Weapon Bay. |
Vehicles | Explode when their health is reduced to 0. |
Creatures | Fall unconscious when their health is reduced to 0. Die when their health is reduced to -30. |
Items | Destroyed when their health is reduced to 0. Some items explode when combat damage is applied to them. |
Armor Wear
Armor gear degrades 1 point for every 10hp of damage it reduces; hardened armor degrades only 1 point for every 20hp, when hit by the type of damage it is hardened against.
Environment armor and helmets lose their ability to protect against the environment when reduced to zero condition points. Inspecting these items will report the environment seal as broken when this is the case.