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Layers of destrustion


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#1 ManDaisy

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Posted 09 February 2012 - 09:24 AM

This ties with the on going Arm and torso, and past leg debates:

Diagram: How damaged the part in question is.

- Armor }
-
- ............ ---- 100% performance
-
- ............}
- Internal }
-
-..............--- critical hits lead to equipment being disabled
-
-.............}
(destroyed) "slag state" --- No Functionality of it and any attachments, if arm, armor and internal can still soak damage "no center torso transfer". Limping, hanging uselessly, etc. At this and below full repair cost for replacement. No longer salvageble condition.
-
-
-(Blown off) "thin air" --- Anything attached is gone, its just missing, thin air. "TT center torso transfer is actually hit hitting center torso now" If you shoot air now you miss. If there was an arm attached to a torso, even the arm is fine, the torso which the arm was connected to is gone.

Edited by ManDaisy, 09 February 2012 - 10:08 AM.


#2 ManDaisy

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Posted 09 February 2012 - 09:38 AM

* Overall scale can vary depending of weight and tonnage of armor attached to mech. THIS IS NOT A HEALTH BAR.

#3 HATER 1

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Posted 09 February 2012 - 09:55 AM

the reasoning behind the damage transfer is the idea that you still hit your target. if the random hit was in a location that no longer existed, it moved inward because, well, you rolled and hit the target. how this will translate in simulation, i am not sure.

#4 ManDaisy

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Posted 09 February 2012 - 10:07 AM

Table top rule is to simplify the hit tables. In a game sim hitting a location where an anything would have been is the same as missing or hitting air. Thats why I included destroyed but in slag state, and totally missing. Edited the diagram to make things clearer.

Edited by ManDaisy, 09 February 2012 - 10:09 AM.






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