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Exterminatus - Rival Species 2 => Player Discussion => Topic started by: Khargoth on May 19, 2006, 07:25:14 AM



Title: Armor Considerations
Post by: Khargoth on May 19, 2006, 07:25:14 AM
Any way to code Armour Penetration into this? I've noticed in CS that they've actually accurately coded Kevlar. It's near enough to useless, because just about any assault rifle will simply shred kevlar. So it can be a two-pronged approach to health and weapon strength. You have health, and an armour rating. The weapon has it's strength, and it's penetration value. Obviously, the strenght will directly effect your Health. However, your armour will absorb some of that incoming damage, depending on the value of the Penetration of the weapon.
Mathematically, it might go something like:
Afterhit health = prehit health - (strength of weapon - (armour value/penetration))

So instead of having an rmour amount that goes down with your health, it's more like the TT. So that a Terminator will only lose 1hp with each hit from a Fleshborer (depending on the math), but swipe from a Scything Talon will make his armour far less effective against attacks of that type. That type of mechanic would encourage players to think carefully about what kind of weapons are going to be shot at them, and what kind of weapons they should take. Not much good being a Terminator if every 'nid player is a genestealer, and not much good playing all 'stealers if a few Heavy Bolters show up. See how it would effect play?


Title: Armor Considerations
Post by: Typheron on May 20, 2006, 04:25:39 AM
thats exactly the system in operation in the current RS1 alpha.

SO yes its easily done, simply a equation that takes the armour value away from the inital damage (or otherwise modifys it to reduce the final value) depending on weapon.ammo type.


Title: Armor Considerations
Post by: Brother Al on May 20, 2006, 11:01:45 AM
I think Warriors and Marines, just as in the rules and fluff, should have completely equal defensive capabilities, with te Warriors getting the edge at close range, and the Marine getting it at long range.


Title: Armor Considerations
Post by: Typheron on May 20, 2006, 12:10:00 PM
thats the plan, if a warrior gets close your in trouble, this mean the warrior has to use the brood as a tactical shield or distraction to be fully effective.


Title: Armor Considerations
Post by: migb on May 20, 2006, 03:17:12 PM
The whole marine-armor discussion is really not that interresting as everyone will have the exact same armor (termies are not expected to get into the game).
They could have just a simple health-value for that matter.

But as there are several Nid creature-types, and several weapont to shoot at them, there should be a armor-system for Nids.
And I would like that system to be that the armor-value is constant, with some weapons negates armor better than others.
It is more realistic, and closer to the fluff than loosing your armor when shot at.


Title: Armor Considerations
Post by: Typheron on May 20, 2006, 09:42:59 PM
well not entirly true, the "vet" choise will probably have the option of artificer armour, which as we know is superior to stardard power armour.

Also the nids will have a large difference in armour type, the carnifex being heavily armoured, the warrior about the same as the marine and the gunats with very little. So adding a armour system for the nids onyl is not as easy as just adding a armour system for all.

plus if it should turn out were having other imperial types (we may, we shall see) then its easyer to have it all already setup.


Title: Armor Considerations
Post by: Darknar on May 20, 2006, 11:02:57 PM
we should at least have imperial guard, but not of cadian varent, i think we should have more standard gaud of the old cadian vareant or vanhillans becuase ultramanres are from a icey plannet

or something

but imperial gaurd would be a good idea


Title: Armor Considerations
Post by: Wolf on May 20, 2006, 11:36:55 PM
the type of IG used (if used) would be decided by the type of planet being used, from what i understand, its ur bog stndard planet with cities, much like earth maybe? so im guessing, cadians, or steel legion, depending on how much oxygen is in the air?


Title: Armor Considerations
Post by: Khargoth on May 21, 2006, 02:12:05 PM
Steel legion! I want trenchcoats and gasmasks dammit!


Title: Armor Considerations
Post by: The Vastator on May 21, 2006, 02:22:18 PM
IG sucks :P it was already written that they will not be playable :D
I agree with a full armor system for both races.


Title: Armor Considerations
Post by: ChromeAngel on May 21, 2006, 11:04:47 PM
IG wont be playable in the 1st version, but they might be later on, depending on where the mod goes in later versions.  Even non-playable IG would need some kind of armor handling, so i'm interested to see where this goes.


Title: Armor Considerations
Post by: The Vastator on May 22, 2006, 11:55:52 AM
I think they should have a system that works just like SM and nids, but with a lesser degree of armor.
Btw, are locational hits going to be implemented?


Title: Armor Considerations
Post by: Wolf on May 22, 2006, 06:34:48 PM
i should think so, if a gaunt sprints towards me and i palce a bolter round through its neck, i believe it will do more damage then clipping its carapace on its back


Title: Armor Considerations
Post by: mango on June 16, 2006, 07:42:15 AM
right according to the SM codex power armour is the strongest out and gaunt armour is almost the same but slightly weaker SLIGHTLY also a gaunt is also only partially armoued so i believe that headshots should kill as a bolter is a mini rocket launcher read SM codex for reference


Title: Armor Considerations
Post by: Typheron on June 16, 2006, 03:27:47 PM
see the thing is we cant really use the tabletop rules as a basis for the game, although some points there are valid a FPS is radically different to a TT game in both implimentation and operation.

In a TT game theres a set chance on what things are gonna do, in a FPS its a much more open field, weapons work in different ways, theres no turn based stuff to deal with, it has to be fluid.


Title: Armor Considerations
Post by: mango on June 18, 2006, 09:10:49 AM
but what im saying is a space marine ideally shud take down a genestealer termogaunt hormogaunt whatever with little trouble


Title: Armor Considerations
Post by: Typheron on June 18, 2006, 10:52:56 AM
yes thats the plan, although were still to figure out the exact damage levels and all that.


Title: Armor Considerations
Post by: migb on June 23, 2006, 04:13:20 PM
Exact damage values can only be figured out through playtesting.
In the end it comes down to things like how easy the weapons are to aim with and dodge from, and how open the maps are.


Title: Armor Considerations
Post by: Typheron on June 23, 2006, 07:23:00 PM
indeed.

alpha testign will short it out.