STAR ARMY

Sci-fi roleplaying and worldbuilding community

User Tools

Site Tools


guide:damage_rating_v2

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
guide:damage_rating_v2 [2019/06/21 07:30] – [Old DR System] wesguide:damage_rating_v2 [2021/01/07 14:50] – [Damage Rating (Version 2)] Add note about v3. hyralt
Line 1: Line 1:
 ====== Damage Rating (Version 2) ====== ====== Damage Rating (Version 2) ======
 +
 +ATTENTION: This guide is outdated.  Please refer to [[guide:damage_rating_v3]] instead.
 +
 After countless technology debate threads about how powerful shields and armor actually were or should be, we finally decided to put some stats into the role-play to make ship-to-ship confrontations more understandable. This page is here primarily for use by game masters who wish to determine what damage a ship would take; however, players may find it useful it as well, particularly those in player-versus-player plots in the role-play. This page also gives us a healthy helping of consistency for battles. After countless technology debate threads about how powerful shields and armor actually were or should be, we finally decided to put some stats into the role-play to make ship-to-ship confrontations more understandable. This page is here primarily for use by game masters who wish to determine what damage a ship would take; however, players may find it useful it as well, particularly those in player-versus-player plots in the role-play. This page also gives us a healthy helping of consistency for battles.
  
Line 14: Line 17:
 |  4  | Heavy | NSPs, Plasma pistols, Sniper Rifles | |  4  | Heavy | NSPs, Plasma pistols, Sniper Rifles |
 |  5  | Very Heavy | NSP Heavy Mode, Grenades, RPGs | |  5  | Very Heavy | NSP Heavy Mode, Grenades, RPGs |
-Acronym: PDR - Personal Damage Rating\\+Acronym: PDR - Personal Damage Rating
 //Melee attacks should be determined by the GMs. There's a lot of factor with force involved, so there's no consistent level of damage for melee attacks. Thus we'll not include melee on the DR scale, except for maybe special energy sabers, etc.// //Melee attacks should be determined by the GMs. There's a lot of factor with force involved, so there's no consistent level of damage for melee attacks. Thus we'll not include melee on the DR scale, except for maybe special energy sabers, etc.//
  
Line 111: Line 114:
 | Very Advanced | 1.0 x Base Structural Points | | Very Advanced | 1.0 x Base Structural Points |
  
-Typically, shields have a stopping value equal to their size class (1 through 5). For example, a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull. A vessel can improve the stopping power of its shield by transferring more power to one facing of the vessel at the expense of another (A light ship [2] could reduce mitigation on his front shield to 1 and increase his rear shielding to 3 while he is being chased).\\+Typically, shields have a stopping value equal to their size class (1 through 5). For example, a light hull's shields will entirely block a very light damage or light damage weapon, but stronger weapons will only be mitigated and the excess attack power would hit the ship's hull. A vessel can improve the stopping power of its shield by transferring more power to one facing of the vessel at the expense of another (A light ship [2] could reduce mitigation on his front shield to 1 and increase his rear shielding to 3 while he is being chased).
  
 Shields, unlike a ship's armor, are much easier to repair. Usually, the absorbing capabilities of a ship's shield system easily recuperate after a battle with a few minutes of downtime. When in battle, it is possible for the ship's technician to restore flagging shielding through diverting power, transferring emergency power to them and so forth - though obviously there is a limit to how many rabbits an engineer and his team of technicians can pull out from his hat. Shields, unlike a ship's armor, are much easier to repair. Usually, the absorbing capabilities of a ship's shield system easily recuperate after a battle with a few minutes of downtime. When in battle, it is possible for the ship's technician to restore flagging shielding through diverting power, transferring emergency power to them and so forth - though obviously there is a limit to how many rabbits an engineer and his team of technicians can pull out from his hat.
Line 119: Line 122:
  
 **For example**: **For example**:
-\\+
 Imagine for a moment that we have a power-armor (ADR) with a shield threshold of 3. Firing a weapon with an ADR of 5 at that shield would mean 60% of the attack is over the threshold of what the shield can defend from, meaning the remaining 2ADR would still strike the power-armor but the other 3ADR that were beneath the threshold would not. Imagine for a moment that we have a power-armor (ADR) with a shield threshold of 3. Firing a weapon with an ADR of 5 at that shield would mean 60% of the attack is over the threshold of what the shield can defend from, meaning the remaining 2ADR would still strike the power-armor but the other 3ADR that were beneath the threshold would not.
  

guide/damage_rating_v2.txt · Last modified: 2023/12/20 18:20 by 127.0.0.1