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guide:damage_rating_v3 [2019/04/20 20:21] – redlinks removed wes | guide:damage_rating_v3 [2023/12/20 18:20] (current) – external edit 127.0.0.1 | ||
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The Damage Rating system, version 3, is a guideline to help figure that out. [[guide: | The Damage Rating system, version 3, is a guideline to help figure that out. [[guide: | ||
- | Version 3 looks at this from the standpoint of a weapon' | + | Version 3 looks at this from the standpoint of a weapon' |
- | The system' | + | The system' |
- | Version 3 keeps to a "per attack" | + | Version 3 keeps to a "per attack" |
Keep that in mind as you read this article. Be it weapons, protective means or various vehicles, each article usually has a wealth of information to offer. SADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up to the narrative between [[guide: | Keep that in mind as you read this article. Be it weapons, protective means or various vehicles, each article usually has a wealth of information to offer. SADRv3 is meant to add scale and perspective to those articles, but it does not demand — that is up to the narrative between [[guide: | ||
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* The second is the intended nomenclature for the tier, also considered the actual purpose of the weapon (and the term you should see in other articles). | * The second is the intended nomenclature for the tier, also considered the actual purpose of the weapon (and the term you should see in other articles). | ||
* The third includes examples of targets within that tier, for which the ' | * The third includes examples of targets within that tier, for which the ' | ||
- | * The fourth column are examples of weapons within that tier. //The items mentioned are mostly from the [[stararmy:star_army_of_yamatai|Star Army of Yamatai]] to provide a stable benchmark.// | + | * The fourth column are examples of weapons within that tier. The items mentioned are mostly from the [[stararmy:start|Star Army of Yamatai]] to provide a stable benchmark. |
You will also notice that there are divisions by categories. They are: | You will also notice that there are divisions by categories. They are: | ||
- | * //Personnel//, | + | * Personnel, |
- | * //Power Armor//, | + | * Power Armor, |
- | * //Mecha//, | + | * Mecha, |
- | * and //Starships//. | + | * and Starships. |
- | These are for ease of reference and scale but are not exclusive. For example: an infantryman can carry an anti-mecha bazooka to take down tanks, and [[guide: | + | These are for ease of reference and scale but are not exclusive. For example: an infantryman can carry an anti-mecha bazooka to take down tanks, and [[guide: |
^ Tier ^ Purpose | ^ Tier ^ Purpose | ||
^ Personnel | ^ Personnel | ||
- | | 1 | Light Anti-Personnel | + | | 1 | Light Anti-Personnel |
- | | 2 | Medium Anti-Personnel | + | | 2 | Medium Anti-Personnel |
- | | 3 | Heavy Anti-Personnel | + | | 3 | Heavy Anti-Personnel |
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Anti-Armor | + | | 4 | Light Anti-Armor |
- | | 5 | Medium Anti-Armor | + | | 5 | Medium Anti-Armor |
| 6 | Heavy Anti-Armor | | 6 | Heavy Anti-Armor | ||
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Anti-Mecha | + | | 7 | Light Anti-Mecha |
| 8 | Medium Anti-Mecha | | 8 | Medium Anti-Mecha | ||
- | | 9 | Heavy Anti-Mecha | + | | 9 | Heavy Anti-Mecha |
^ Starship | ^ Starship | ||
- | | 10 | Light Anti-Starship | + | | 10 | Light Anti-Starship |
| 11 | Medium Anti-Starship | | 11 | Medium Anti-Starship | ||
- | | 12 | Heavy Anti-Starship | + | | 12 | Heavy Anti-Starship |
+ | ^ Capital Starship | ||
| 13 | Light Anti-Capital Ship | [[stararmy: | | 13 | Light Anti-Capital Ship | [[stararmy: | ||
| 14 | Medium Anti-Capital Ship | [[stararmy: | | 14 | Medium Anti-Capital Ship | [[stararmy: | ||
- | | 15 | Heavy Anti-Capital Ship | [[stararmy: | + | | 15 | Heavy Anti-Capital Ship | [[stararmy: |
==== Tier 0 ==== | ==== Tier 0 ==== | ||
Unstated, Tier 0 encompasses the unprotected [[species: | Unstated, Tier 0 encompasses the unprotected [[species: | ||
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==== Attacks ==== | ==== Attacks ==== | ||
- | As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is //potentially lethal//. | + | As alluded to before, using a weapon in the same tier as its target means this weapon is capable of putting it out of combat in a single well-placed attack. It is potentially lethal. |
- | Version 3 breaks down the damage a weapon can do along a stepped range, relative to the tiers of the weapon versus the target. The range goes from four steps below and four steps above, with //potentially lethal// considered " | + | Version 3 breaks down the damage a weapon can do along a stepped range, relative to the tiers of the weapon versus the target. The range goes from four steps below and four steps above, with potentially lethal considered " |
- | * The //below steps// are reductions in a weapon' | + | * The below steps are reductions in a weapon' |
- | * The //above steps// are increases in a weapon' | + | * The above steps are increases in a weapon' |
When put visually, it's going to look like this table: | When put visually, it's going to look like this table: | ||
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What you need to take from this is that you cause some damage to harder targets than your weapon was intended to take down and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; too wide, and the weapon will cause overkill. | What you need to take from this is that you cause some damage to harder targets than your weapon was intended to take down and more damage to targets softer than that. If the gap becomes too wide in disfavor of the weapon, it won't do much of anything; too wide, and the weapon will cause overkill. | ||
- | //**Nothing in this article needs to be learned by heart.**// As long as a reader or [[guide: | + | Nothing in this article needs to be learned by heart. As long as a reader or [[guide: |
- | Based on the purpose stated in the weapon article, a [[user: | + | Based on the purpose stated in the weapon article, a [[members: |
At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[guide: | At the end of this article are outcomes given as inspiration as to how this might be applied, along with several tips. You can [[guide: | ||
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| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | The notations that go along with excess damage are discussed further in the //Replenishing a Barrier// section below. | + | The notations that go along with excess damage are discussed further in the Replenishing a Barrier section below. |
== Barrier Facings == | == Barrier Facings == | ||
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^ Conformal | ^ Conformal | ||
^ Two-Faced | ^ Two-Faced | ||
- | ^ Six-Faced | + | ^ Six-Faced |
Though " | Though " | ||
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As long as a barrier is not fired upon, it is capable of recharging its reserves. | As long as a barrier is not fired upon, it is capable of recharging its reserves. | ||
- | In fact, taking | + | In fact, taking negligible damage can mean " |
Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think of it as resetting a tripped fusebox). Certain systems, such as capacitor reserves on the [[stararmy: | Depleting a barrier by excess causes an overload which renders that barrier facing inoperable for 15 seconds while the barrier emitter is reset (think of it as resetting a tripped fusebox). Certain systems, such as capacitor reserves on the [[stararmy: | ||
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The performance of supplemental armor is generally played by the ear by [[guide: | The performance of supplemental armor is generally played by the ear by [[guide: | ||
- | Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit holding it. For example, the [[stararmy: | + | Given that shields typically are made of heavier plating than what the user is wearing, its resilience can be treated as going up to one step above the tier of the unit holding it. For example, the [[stararmy: |
- | There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. | + | There comes a point when a shield has sustained so much abuse that it looks more like an abstract metal representation of Swiss cheese rather than anything capable of granting protection. How long shields can stand up to damage and deterioration is up to the [[guide: |
== Materials == | == Materials == | ||
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^ Armor Material | ^ Armor Material | ||
- | | [[materials: | + | | [[materials: |
| [[materials: | | [[materials: | ||
| [[materials: | | [[materials: | ||
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== Being " | == Being " | ||
- | Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming | + | Most of what is in the tier list as target examples are items that are prepared or designed to endure damage coming from weaponry.((This goes somewhat beyond crash test dummies.)) |
But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central [[faction: | But many other items — especially from the civilian market — that may look like they could fit in those tiers are not actually armored. The guy in his leather jacket (exemplified in Tier 0), a car, an airplane, a communication satellite orbiting a planet, a starliner making passenger runs across Central [[faction: | ||
- | These are //unarmored//. They take damage one step worse than usual for their tier. | + | These are unarmored. They take damage one step worse than usual for their tier. |
===== Setting Submissions ===== | ===== Setting Submissions ===== | ||
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Here's a variant of the Tier table with the approximate sizing of what would fit in each category. | Here's a variant of the Tier table with the approximate sizing of what would fit in each category. | ||
- | //Note: The sizes listed in the following table are averages, not hard values. Deviation from them __**within reason**__ | + | Note: The sizes listed in the following table are averages, not hard values. Deviation from them __within reason__ |
^ Tier ^ Type ^ Example ^ Note ^ | ^ Tier ^ Type ^ Example ^ Note ^ | ||
^ Personnel | ^ Personnel | ||
- | | 1 | Light Personnel | + | | 1 | Light Personnel |
| 2 | Medium Personnel | | 2 | Medium Personnel | ||
| 3 | Heavy Personnel | | 3 | Heavy Personnel | ||
^ Power Armor ^^^^ | ^ Power Armor ^^^^ | ||
- | | 4 | Light Armor | [[stararmy: | + | | 4 | Light Armor | [[stararmy: |
- | | 5 | Medium Armor | [[faction: | + | | 5 | Medium Armor | [[faction: |
| 6 | Heavy Armor | [[corp: | | 6 | Heavy Armor | [[corp: | ||
^ Mecha ^^^^ | ^ Mecha ^^^^ | ||
- | | 7 | Light Mecha | [[faction: | + | | 7 | Light Mecha | [[faction: |
| 8 | Medium Mecha | [[faction: | | 8 | Medium Mecha | [[faction: | ||
| 9 | Heavy Mecha | [[stararmy: | | 9 | Heavy Mecha | [[stararmy: | ||
^ Starship | ^ Starship | ||
| 10 | Light Starship | | 10 | Light Starship | ||
- | | 11 | Medium Starship | + | | 11 | Medium Starship |
- | | 12 | Heavy Starship | + | | 12 | Heavy Starship |
- | USS Enterprise (CVN-65)|Enterprise]]//.((Roughly equivalent to 820~2,052 feet long; " | + | USS Enterprise (CVN-65)|Enterprise]].((Roughly equivalent to 820~2,052 feet long; " |
| 13 | Light Capital Ship | [[stararmy: | | 13 | Light Capital Ship | [[stararmy: | ||
| 14 | Medium Capital Ship | [[stararmy: | | 14 | Medium Capital Ship | [[stararmy: | ||
- | | 15 | Heavy Anti-Capital Ship | [[stararmy: | + | | 15 | Heavy Capital Ship | [[stararmy: |
=== How Fast Can I Go? === | === How Fast Can I Go? === | ||
Anything bipedal and [[species: | Anything bipedal and [[species: | ||
- | SARP's major [[: | + | SARP's major [[: |
* [[stararmy: | * [[stararmy: | ||
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It's possible that ships have multiple systems running their barrier. This typically doesn' | It's possible that ships have multiple systems running their barrier. This typically doesn' | ||
- | For example, say I have a ship with 4 [[technology: | + | For example, say I have a ship with 4 [[technology: |
- | Another example is the [[stararmy: | + | Another example is the [[stararmy:systems: |
==== Article Templates ==== | ==== Article Templates ==== | ||
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=== Units === | === Units === | ||
- | The following is for " | + | The following is for " |
== Statistical Data / General == | == Statistical Data / General == | ||
Insert the following under " | Insert the following under " | ||
- | < | + | < |
== Armored Hull == | == Armored Hull == | ||
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In weapon articles, the first primary entry for " | In weapon articles, the first primary entry for " | ||
- | < | + | < |
==== Translating from SADRv2 ==== | ==== Translating from SADRv2 ==== | ||
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* [[guide: | * [[guide: | ||
- | * [[guide: | + | * [[guide: |
* [[guide: | * [[guide: | ||
* [[guide: | * [[guide: | ||
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* [[guide: | * [[guide: | ||
* [[guide: | * [[guide: | ||
- | * [[guide: | + | * [[guide: |
* [[guide: | * [[guide: | ||
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=== Converting from SADRv2 === | === Converting from SADRv2 === | ||
- | The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, | + | The "rough and dirty" heading above can help, but the spirit of converting weapons into SADRv3 was first meant to encourage it looking dramatic, cinematic. |
- | With this said, if a weapon was made to cause damage to a //light armor// (Tier 4) on multiple hits, it should not be considered a //light anti-armor// (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended effect of the weapon, consider whether the weapon will prove lethal on a single hit for a //heavy personnel// (Tier 3) or //medium personnel// (Tier 2) target and label it as such. | + | With this said, if a weapon was made to cause damage to a light armor (Tier 4) on multiple hits, it should not be considered a light anti-armor (Tier 4) weapon. While the weapon can be described as being used to assault such targets, when it comes to the tier the author should, depending on the intended effect of the weapon, consider whether the weapon will prove lethal on a single hit for a heavy personnel (Tier 3) or medium personnel (Tier 2) target and label it as such. |
- | To give an example, the [[stararmy: | + | To give an example, the [[stararmy: |
===== Examples of Use ===== | ===== Examples of Use ===== | ||
- | Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy: | + | Below are some potential outcomes for different targets, along with a few tips. These aren't absolutes, as in the chaos of combat there can be plenty of mitigating factors. For instance, even though a [[stararmy: |
==== vs. Lightly-Protected Personnel ==== | ==== vs. Lightly-Protected Personnel ==== | ||
- | Practically everything can give a bad day to a //light personnel// (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned: | + | Practically everything can give a bad day to a light personnel (Tier 1) target. If someone packing serious heat is motivated in taking down, say, a policeman in riot armor, the following might happen depending on how badly the poor policeman is outgunned: |
^ Weapon vs. Target | ^ Weapon vs. Target | ||
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| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | Since most modern handguns are qualified as //light anti-personnel// (Tier 1) weapons, they are made to defeat protection like the above policeman' | + | Since most modern handguns are qualified as light anti-personnel (Tier 1) weapons, they are made to defeat protection like the above policeman' |
More on that in the next section. | More on that in the next section. | ||
==== vs. Heavily-Protected Personnel ==== | ==== vs. Heavily-Protected Personnel ==== | ||
- | This covers protection conferred by padding and plating directly over the [[species: | + | This covers protection conferred by padding and plating directly over the [[species: |
^ Weapon vs. Target | ^ Weapon vs. Target | ||
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| 4 Above | Total Annihilation | | 4 Above | Total Annihilation | ||
- | Weapons striking below the tier of the target' | + | Weapons striking below the tier of the target' |
Bear in mind that while a [[corp: | Bear in mind that while a [[corp: | ||
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Unlike body armor which is set directly over flesh, [[guide: | Unlike body armor which is set directly over flesh, [[guide: | ||
- | The //Light Armor// (Tier 4) [[stararmy: | + | The Light Armor (Tier 4) [[stararmy: |
^ Weapon vs. Target | ^ Weapon vs. Target | ||
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Once the mecha category is reached, the units are no longer conformal to a humanoid' | Once the mecha category is reached, the units are no longer conformal to a humanoid' | ||
- | It's much the same for [[guide:starship_classes|starships]], | + | It's much the same for [[:starships|starships]], |
^ Weapon vs Target | ^ Weapon vs Target | ||
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Like [[guide: | Like [[guide: | ||
- | //Potentially lethal// damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the [[species: | + | Potentially lethal damage is essentially attacks that get past the hull. Just like how a knife can cause damage to different organs in the [[species: |
- | Even 'flesh wounds' | + | Even 'flesh wounds' |
- | Connecting with an //Assuredly Lethal// attack, or pouring a lot of successive firepower into a [[guide:starship_classes|starship' | + | Connecting with an Assuredly Lethal attack, or pouring a lot of successive firepower into a [[:starships|starship' |
Capital vessels and starbases are in the upper range of the tiers, the point where weapons in this setting become less likely to cause ' | Capital vessels and starbases are in the upper range of the tiers, the point where weapons in this setting become less likely to cause ' | ||
===== OOC Notes ===== | ===== OOC Notes ===== | ||
- | [[user:fred]] created this article on 2014/03/17 17:21; [[user:wes]] [[https:// | + | [[members:fred]] created this article on 2014/03/17 17:21; [[members:wes]] [[https:// |