Hello,
what I want to suggest with this thread is that the armor point allocation should be proportional to the component surface.
This maybe gives a better balance to asymmetric mechs like the Hunchback. you hit its big rigth torso more likly than other parts. So maybe you could increase the maximal amount of armor points in this torso. Therefore other parts (e.g. left torso) have less armor points.The maximal amount of armor could stay the same.
I hope you unterstand what I mean.
greetings


Armor Point Allocation Proportional To Surface
Started by Batian, Jun 22 2013 05:05 AM
1 reply to this topic
#1
Posted 22 June 2013 - 05:05 AM
#2
Posted 22 June 2013 - 09:22 AM
This would be a good compromise between TT allocation rules which didn't have to take into account specific component hitbox sizes. In a realtime game something like this should have been considered. That or just easing up on the rules to allow the player to put more armor in specific sections than TT.(AKA uparmoring the hunch and underarmoring the other side). The player should get to choose.
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