Kitane, on 18 June 2013 - 10:32 AM, said:
I had a similar idea a while ago. I can't imagine any serious attempt to bring a believable BT mech combat to a PC game without droping the whole old TT armor system and replacing it with a new armor system with a proper damage model.
The game will never be balanced with a component armor system.
Exactly
Petroshka, on 18 June 2013 - 10:47 AM, said:
r just make more mech body parts
- Head
- Upper arm
- Lower Arm
- Upper leg
- Lower Leg
- Chest
- Upper back
- Abdomen
- Lower back
- L. Shoulder
- L. Rear Shoulder
- R. Shoulder.
- R. Rear Shoulder.
This is another option - but maybe each armor part should have another treshhold - aiming for weakspots will become important (hip or knee (from side)- instead of lower leg
Terror Teddy, on 18 June 2013 - 10:25 PM, said:
You know...that might work - but lets try tweaking it.
Give all weapons a "small" area effect depending on size so the ac 20 might hit a hex but also hit the ones around AND the third layer as well.
The damage of the weapon would spread out ovr several hexes doing 50% to main hit hex and 25% to the two outer ones.
No more extreme pinpoint damage to any weapon.
Perhaps give ballistics a 1+1 hex area
Energy weapons get 1+1+1
SRM get 1+1
LRM get 1+1+1
SARM get 1+1+1 (since they hit so easily)
After all, armour get distorted around the main hit location.
Question is programming time and complexity.
Hm - maybe ... but laser should never spread damage - they deal damage only on point - good to punctuate armor.
Ballistic on the other hand should be great for removing big chuncs of armor w
while missiles do kind of both.