[2.23] [Feedback] General Vehicle armor

Discussion in 'Archive' started by dizzyone, Jan 20, 2009.

  1. dizzyone

    dizzyone I've been drinking, heavily

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    Discuss vehicle armor here.

    REVISION 861:
    Code:
        "plainArmor"
        {
            "Name"            "Plain Armor"        //name given when selecting weapons
            "Description"        "Plain armor offers mild protection from damage."        //description given when selecting weapons
            "Icon"            "vehicles/gui/armor/armor_small"        //icon drawn in the GUI
            "HUD Icon"        ""
            "Size"            "1"        //number of slots required when selecting weapons
            "Type"            "0"        //which vehicle can use this armor
                                // 0=all, 1=ground, 2=aircraft, 3=ship, 4=jeep, 5=light tank/afv, 6=med tank, 7=heavy tank,
                                // 8=artillery tank, 9=apc, 10=all tanks:light, medium, heavy and artillery
            "Weight"        "15"            //** weight was 5
            "Cost"            "10"    //cost of an inch of armor in resources, added onto the final vehicle cost
            "Research"        ""
    
            "Health"            "40"    //amount of health per every inch of armor
            "Regeneration"            "0"    //amount of health this armor regenerates per second
            "Angle Modifier"        "0.1"    // was 0
            "Speed To Damage Modifier"    "0.008"    
            "Damage Modifier"        "1"    //modifier to damage (0.9 reduces damage by 10%; damage*0.9=damage taken)
            "Damage To Heat Absorbed"    "0.025"    //percentage of damage received which is added as heat (0.2: damage*0.2=heat added
            "Heat Dissipation"        "4"    
            "Bioweapon Damage Modifier"    "1.5"    // was 1  //scale damage from biological weapons by this amount (bioweapon damage per interval * modifier = damage taken per interval)
    
            "Sound Impact"            ""
            "Sound Repair"            ""
        }
    
    
    
    
        "Mechanical Eng 1"
        {
            "Name"            "Composite"
            "Description"        "Composite armor consists of layers of steel, ceramic, and plastic honeycomb, and it's designed to offer protection from almost all types of projectiles equally well."
            "Icon"            "vehicles/gui/armor/armor_small"
            "HUD Icon"        ""
            "Size"            "1"
            "Type"            "0"
            "Weight"        "10"               // was 10   (5 light 10 medium 15 heavy)
            "Cost"            "35"               // was 40
            "Research"        "Composite Armor"
    
            "Health"            "80"      // was 70 after observing reactive with its 0.3 modifier giving it effectivly 120+ HP, an armor should be like this in the game.
            "Regeneration"            "0"        //
            "Angle Modifier"        "0"      // was 0
            "Speed To Damage Modifier"    "0.005"    //
            "Damage Modifier"        "0.85"        //
            "Damage To Heat Absorbed"    "0.025"    //
            "Bioweapon Damage Modifier"    "1"        //
    
            "Sound Impact"            ""
            "Sound Repair"            ""
        }
    
    
        "Electronic Eng 1"
        {
            "Name"            "Reactive"
            "Description"        "Electrically charged armor is internally aligned with charged capacitors.  When an incoming projectile makes contact, the capacitor discharges its energy into the projectile, disrupting it or possibly even vaporizing it."
            "Icon"            "vehicles/gui/armor/armor_small"
            "HUD Icon"        ""
            "Size"            "1"
            "Type"            "0"
            "Weight"        "20"                  // was 10
            "Cost"            "25"                  // 50
            "Research"        "Reactive Armor"      //
                                                                   
            "Health"            "70"          // was 40
            "Regeneration"            "0"           //
            "Angle Modifier"        "0.1"         //
            "Speed To Damage Modifier"    "-0.004"      // was "0.001"
            "Damage Modifier"        "0.85"           // was 0.3 is now 1
            "Damage To Heat Absorbed"    "0.025"       //
            "Bioweapon Damage Modifier"    "0.5"         //
    
            "Sound Impact"            ""
            "Sound Repair"            ""
        }
    
    
        "Physics 1"
        {
            "Name"            "Reflective"
            "Description"        "Reflective armor is able to deflect almost all of a projectile's kinetic energy away from the vehicle so long as the projectile does not hit perfectly perpendicular to the armor plating."
            "Icon"            "vehicles/gui/armor/armor_small"
            "HUD Icon"        ""
            "Size"            "1"
            "Type"            "0"
            "Weight"        "15"                    // was 10
            "Cost"            "20"                    //
            "Research"        "Reflective Armor"
    
            "Health"            "60"            // was 50
            "Regeneration"            "0"             //
            "Angle Modifier"        "1"             //  was 0.5
            "Speed To Damage Modifier"    "0.002"         //
            "Damage Modifier"        "1"             //
            "Damage To Heat Absorbed"    "0.025"         //
            "Bioweapon Damage Modifier"    "1"             //
    
            "Sound Impact"            ""
            "Sound Repair"            ""
        }
    
        "Biology 1"
        {
            "Name"            "Regenerative"
            "Description"        "Regenerative armor is engineered with living tissue designed to grow calcium carbonate as the protective medium.  As it is newly formed, it is malleable enough to find its way into damaged areas where it solidifies and reinforces/replaces material that had been damaged/destroyed."
            "Icon"            "vehicles/gui/armor/armor_small"
            "HUD Icon"        ""
            "Size"            "1"
            "Type"            "0"
            "Weight"        "15"                     // was 10   
            "Cost"            "25"
            "Research"        "Regenerative Armor"
    
            "Health"            "75"             // was 60
            "Regeneration"            "0.035"
            "Angle Modifier"        "0"
            "Speed To Damage Modifier"    "0.004"
            "Damage Modifier"        "1"              // was 0.9 is now 1
            "Damage To Heat Absorbed"    "0.03"          // was 0.025
            "Bioweapon Damage Modifier"    "1.5"            // was 0.1 is now 2.0 would make sense if bio weapons had the easiest time against bio armor
    
            "Sound Impact"            ""
            "Sound Repair"            ""
        }
    
        "Chemistry 1"
        {
            "Name"            "Absorbant"
            "Description"        "Absorbant armor is engineered with strong materials which are able to undergo excessive plastic deformation.  This allows the armor to reduce damage received as a projectile's speed increases."
            "Icon"            "vehicles/gui/armor/armor_small"
            "HUD Icon"        ""
            "Size"            "1"
            "Type"            "0"
            "Weight"        "12.5"               // was 10
            "Cost"            "15"
            "Research"        "Absorbant Armor"
    
            "Health"            "50"
            "Regeneration"            "0"
            "Angle Modifier"        "0"        /// was 0.1 
            "Speed To Damage Modifier"    "-0.0075"   
            "Damage Modifier"        "1"        // was 0.5 is now 1
            "Damage To Heat Absorbed"    "0.01"    // was "0.025"   figure absorbant would take on plasma better then some of the others.. or would that be reactives sole purpose.
            "Bioweapon Damage Modifier"    "1"
    
            "Sound Impact"            ""
            "Sound Repair"            ""
        }
    
     
    Last edited: Jan 20, 2009
  2. Trickster

    Trickster Retired Developer

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    Regen needs to be more expensive for how much health and stuff it has.
    Make composite a little cheaper, even 30/plate would be a vast improvement, it'd be nice to see it in-game a little more, I never see it and gas turbine otherwise.
     
  3. dizzyone

    dizzyone I've been drinking, heavily

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    Hmm, I already did those things :)

    I'll try and add a changelog to these posts so people don't suggest things that are already done ;o
     
  4. Trickster

    Trickster Retired Developer

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    KK, it'll make things a little easier. Regen 18-20, Composite 30-32 costwise, in my opion, would be pretty balanced.
     
  5. dizzyone

    dizzyone I've been drinking, heavily

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    /facepalm
     
  6. Trickster

    Trickster Retired Developer

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    I hadn't read the other thread when I posted that ^ ^ ^ ^
     
  7. Cyber-Kun

    Cyber-Kun Member

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    Basic armor should be a bit stronger. Maybe 40-50 health.

    Regen is still too cheap as stated. Composite is too expensive.

    Reflective is not good enough for the reaserch. If I wanted a hard to use but highly effective armor health wise, I would go absorbent. Absorbent gets nearly the same benefits as reflective but it is cheaper and weighs less.
     
  8. Trickster

    Trickster Retired Developer

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    Yeh, reflective needs maybe 60 HP instead of 50.
     
  9. Ikalx

    Ikalx Member

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    Yes,

    and Yes.

    I have a hard time justifying reflective sometimes, and my team's vehicles get destroyed astonishingly quickly.
     
  10. Trickster

    Trickster Retired Developer

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    Plain is fine to be honest, its shitty and thats how it should stay, researching armour should not be optional at any stage of the game.
     
  11. Cyber-Kun

    Cyber-Kun Member

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    There is a difference between not being optional, or not even worth making a single tank due to it dieing too fast.
     
  12. Trickster

    Trickster Retired Developer

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    Thus forcing rushes and stopping early-game rushes.
     
  13. Emp_Recruit

    Emp_Recruit Member

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    I'd like to see plain engine see some boosts in the heat category but as for plain armor maybe a small boost.
     
  14. bitchslap

    bitchslap Member

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    plain engine needs a speed bump but the armor is fine, its shit, we all know it, and its how the armors are supposed to be balanced. why break it?

    comp = hlth bump, or cost nerf (10%)
    refl = bump angle dmg modifier?? make it so if you really know how to use it, its worth it

    reactive = bump cost a touch, everyone always gets this

    regen = bump res. time, nerf cost/plate a touch

    abs = find some way to make this useful (very low heat taken??)
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I doesnt break it, its about that it seems like its not really possible to
    balance grenadiers and tank weapons with such a hugh gap between
    standart armor and advanced ones.
     
  16. Cyber-Kun

    Cyber-Kun Member

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    Is there any ideas on how to fix reflective?

    I was thinking of making the health 70, but turn down the angle modifier to .8.
    That small change will make it so reflective can take a hit of missile/DU without dieing in a second.
    The things that reflective is supposed to be able to stop, like cannons, well the lower angle modifier would not make that damage pointless.
     
    Last edited: Feb 6, 2009
  17. Chris0132'

    Chris0132' Developer

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    I wasn't aware reflective was broken, it's one of the toughest armors I know of if you keep your tank parked at an angle.
     
  18. Cyber-Kun

    Cyber-Kun Member

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    Absorbent has advantages over cannons and arty.
    Reflective has the same advantages basically.
    Absorbent is a bit better for rail guns and reflective is a bit better for missiles, but, as stated, Absorbent is cheaper and weights less.
    I consider absorbing balanced though due to the long research time and cost for the start, and RPGs and mines take absorbent out so fast.
    Reflective does not have any special properties that make it that much better. Just making it have more health and a bit easier for people to use, would be some good armor.
     
  19. Chris0132'

    Chris0132' Developer

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    Reflective works on any projectile and whenever I've used it I've been able to take many hits, much more than I have been able to when using absorbant.

    I seriously don't get why you think it's a poor armor, the only armor I know to be stronger is reactive, and even that is close.
     
  20. Cyber-Kun

    Cyber-Kun Member

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    Just tested. Does not work on RPGs by infantry.
    If it did take less damage based on angle on all projectiles, it would be good.
    However it only works on the same thing absorbent works on, so absorbent is better due to cost/weight.
     

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