Liam Devlin
SOC-14 5K
For the thread of mercenary starships where the digression has called for a separate topic of its own..gentlemen, the stage is yours..
Say I'm slow. Could you run through an example of this so that I can follow it.Originally posted by Anthony:
You can already do that fairly easily. Due to the logarithmic nature of Striker damage, you can actually just say Armor = Af + S + Vf, where Af comes from the HG armor factor, S comes from shape, and Vf comes from size (you can basically read off displacement in dtons on the armor chart and divide by 3 to get Vf; i.e. 5 dtons would be (18/3) or +6).
Absolutely true, but that is more of an issue with the basic Maneuver drive than the Armor rules. It is just as true for a merchant hauling 1000 cubic meters of pillows vs 1000 cubic meters of lead ingots.Originally posted by Anthony:
A problem you run into is Mass vs Volume, though. Unless you use volume-based maneuver drives (or, in reverse, use mass-based jump drives), a high percentage of hull armor should result in a severe loss of thrust.
Simple. The final Striker armor factor is Af + Vf + S. Af and Vf are identical for both ships, but S has a different value, so the second ship has a higher Striker armor value at the same 2% armor.Originally posted by atpollard:
Say I'm slow. Could you run through an example of this so that I can follow it.
Example 1: I want to add 2 points of High Guard armor to a 300 dTon Trader. The ship is a wedge.
Example 2: I want to add 2 points of High Guard armor to a 300 dTon Trader. The ship is a sphere.
In HG both ships require the same percentage, but in real life, the wedge has a much larger surface area, so the armor will be thinner. How does your formula fix this?
It is possible to do this, but it just points out how "broken" the conversion is. You can calculate the thickness of armour that the hull *should* have and add that amount of armour (using striker) but this would give different amounts of armour volume required than HG uses.Originally posted by atpollard:
Say I'm slow. Could you run through an example of this so that I can follow it.
Example 1: I want to add 2 points of High Guard armor to a 300 dTon Trader. The ship is a wedge.
Example 2: I want to add 2 points of High Guard armor to a 300 dTon Trader. The ship is a sphere.
In HG both ships require the same percentage, but in real life, the wedge has a much larger surface area, so the armor will be thinner. How does your formula fix this?
Mostly I don't conduct ship combat (ship combat is usually a plot device), but naturally, I have my own house rules. They're here.Originally posted by atpollard:
Anthony: What rules system do you conduct ship combat under? Striker? A House Variant?