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guide:damage_rating_v2 [2019/06/21 07:30] – [Old DR System] wes | guide:damage_rating_v2 [2021/01/07 14:50] – [Damage Rating (Version 2)] Add note about v3. hyralt | ||
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====== Damage Rating (Version 2) ====== | ====== Damage Rating (Version 2) ====== | ||
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+ | ATTENTION: This guide is outdated. | ||
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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. | ||
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| 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' | //Melee attacks should be determined by the GMs. There' | ||
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| 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. | ||
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**For example**: | **For example**: | ||
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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. | ||