Armorsmith Archive
Thread: The new armour making process ??
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Dark_0ne
Thu Apr 07, 2005 2:50 am
#1
I didn't go back very far in the forum to see if this was already posted, and I know it is pure conjecture, based on what documentation has been published, but ......
Layers/Segments - up to 4 layers can be placed in any segment.
Each layer will improve resistance to a particular type of damage whilst increasing vulnerability to it's "opposite"
Kinetic <--> Energy
Heat <--> Cold
Acid <--> Electrical
I'm assuming that multiple layers will also stack the Penalties.
Segments/Core - up to 3 layers can be used in a core, basic (1), standard (2) and advanced (3)
These stack resistance values and penalties, so by inferrence, it would be expected that combatants would require at least 3 suits during their profession progression - basic at novice and advanced at master (or thereabouts), with standard somewhere in between - based on the acquisition of the mitigations.
Cores - my assumption would be that in general, Assault would be heavier than battle which is heavier than Recon - in terms of base penalties.
Final combination - Fundamentally, this is the process that makes the core it into a wearable component, and gives it the required appearance. Requires tailored components, Appearance items, and "optional looted components".
I must asume that tailored components will stil not transfer Bio-Engineered properties across to the armour.
The "optional" looted components look intriguing.......
Some further thoughts.
Turning Battle armour into Recon or Assault effectiveness.
The document stated that Recon armour was conceptually like having a free Energy layer and Assault was like having a free Kinetic layer - so theoretically, basic Battle Armour with a single Energy layer would provide similar protection to basic Recon armour, with extra penalties I suspect, and basic Battle Armour with a Kinetic layer would be more or less similar to basic Assault Armour (all guesses of course)
I don't see too much of a requirement (at the moment) for using the other special protection layers, unless certain elemental damage types from particular weapons gain popularity.
All this makes me want to drop Shipwright and go back to Armoursmithing :-D
Layers/Segments - up to 4 layers can be placed in any segment.
Each layer will improve resistance to a particular type of damage whilst increasing vulnerability to it's "opposite"
Kinetic <--> Energy
Heat <--> Cold
Acid <--> Electrical
I'm assuming that multiple layers will also stack the Penalties.
Segments/Core - up to 3 layers can be used in a core, basic (1), standard (2) and advanced (3)
These stack resistance values and penalties, so by inferrence, it would be expected that combatants would require at least 3 suits during their profession progression - basic at novice and advanced at master (or thereabouts), with standard somewhere in between - based on the acquisition of the mitigations.
Cores - my assumption would be that in general, Assault would be heavier than battle which is heavier than Recon - in terms of base penalties.
Final combination - Fundamentally, this is the process that makes the core it into a wearable component, and gives it the required appearance. Requires tailored components, Appearance items, and "optional looted components".
I must asume that tailored components will stil not transfer Bio-Engineered properties across to the armour.
The "optional" looted components look intriguing.......
Some further thoughts.
Turning Battle armour into Recon or Assault effectiveness.
The document stated that Recon armour was conceptually like having a free Energy layer and Assault was like having a free Kinetic layer - so theoretically, basic Battle Armour with a single Energy layer would provide similar protection to basic Recon armour, with extra penalties I suspect, and basic Battle Armour with a Kinetic layer would be more or less similar to basic Assault Armour (all guesses of course)
I don't see too much of a requirement (at the moment) for using the other special protection layers, unless certain elemental damage types from particular weapons gain popularity.
All this makes me want to drop Shipwright and go back to Armoursmithing :-D
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