we could just put different armor types into the mod, but i'm not sure if it would work without source code...
y'know how you have different shield types, and they're effective against different types of weaponry - the same idea would go for armor:
Reflective Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reflective armor utilizes a polished niobium surface to refract photon, nuetron, and laser weaponry.
(-20% damage taken from photon/nuetron/laser weapons)
Reactive Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reactive armor is made of a heat-sensitive base metal combined with shielded antimatter pockets, which allow it to create an opposing force against incoming particle, plasma, and tachyon blasts.
(-20% damage taken from particle/plasma/tachyon weapons)
Ablative Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Ablative armor chips and wears along fracture lines designed to redirect incoming explosions.
(-20% damage taken from explosives - missiles/mines/torpedoes)
EDIT:
And yes, i got the ideas from mech warrior, bite me :P
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That would be nice, unfortunately FL offers only the simple armor multiplier. No commands to change mass, no commands to set a 'type'... Cargo requirements remain the only way...
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' Wrote:we could just put different armor types into the mod, but i'm not sure if it would work without source code...
y'know how you have different shield types, and they're effective against different types of weaponry - the same idea would go for armor:
Reflective Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reflective armor utilizes a polished niobium surface to refract photon, nuetron, and laser weaponry.
(-20% damage taken from photon/nuetron/laser weapons)
Reactive Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Reactive armor is made of a heat-sensitive base metal combined with shielded antimatter pockets, which allow it to create an opposing force against incoming particle, plasma, and tachyon blasts.
(-20% damage taken from particle/plasma/tachyon weapons)
Ablative Armor Mk#
Multiplies base armor by #. Requires # cargo space.
Ablative armor chips and wears along fracture lines designed to redirect incoming explosions.
(-20% damage taken from explosives - missiles/mines/torpedoes)
EDIT:
And yes, i got the ideas from mech warrior, bite me :P
Personally, I think this works the best, because it matches the shield system, in a way. Ablative would be on my fighter for sure, torp-jousting will put a beating on your ship.
A way a lone a last a loved a long the riverrun, past Eve and Adam's, from swerve of shore to bend of bay,
brings us by a commodius vicus of recirculation back to Howth Castle and Environs.
I would like to see armor upgrades go away altogether, especially for fighters. fighter vs fighter combat takes far too long because of the upgrades, everything that doesn't have the cargo space for cap upgrades has a VIII, it's not adding anything of value.
' Wrote:The other solution is to increase the cargo requirements.
Would that really make a difference though? I suppose it might do to gunboats, which are allowed to pirate, but if you're in a cruiser or battleship then you probably don't care if an armor upgrade takes all of your cargo space.
No longer active online due to a dwindling amount of non-PvP (trading, pirating, mining, etc.) fun in the new version.
' Wrote:I would like to see armor upgrades go away altogether, especially for fighters. fighter vs fighter combat takes far too long because of the upgrades, everything that doesn't have the cargo space for cap upgrades has a VIII, it's not adding anything of value.
I agree with removing armor upgrades from fighters, if only for the reason that noone mounts anything but a mk 8, which costs around 3-5 times the value of the fighter...but you can't win a PvP without it...so everyone has to get it, or die (and dieing all the time dosn't really make for good RP...).