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P armor?
Posted: Wed Nov 23, 2016 7:44 pm
by Midonik
Is p armor make sense in this game? Most of units are shooting...
Re: P armor?
Posted: Wed Nov 23, 2016 7:46 pm
by Stratego (dev)
here it could be some sort of chemical resistance - when eg. slimy aliens touch them

Re: P armor?
Posted: Wed Nov 23, 2016 8:37 pm
by MightyGuy
like Spike Monsters...
Re: P armor?
Posted: Thu Nov 24, 2016 2:10 am
by Alpha
I agree.
Re: P armor?
Posted: Thu Nov 24, 2016 5:01 am
by Stratego (dev)
or it could be the beam weapon armor like laser/plasma, and the first armor could be the mechanical armor like normal bullets.
Re: P armor?
Posted: Thu Nov 24, 2016 5:46 pm
by Alpha
I am getting now confused. Is the armor supposed to protect you from everything?
Re: P armor?
Posted: Thu Nov 24, 2016 7:38 pm
by Stratego (dev)
i dont get it.
normal armor: could be for normal weapons (bullets and such)
p armor: could be for some other common weapon type like beam weapons
- a normal soldier would have 1/0 armor indicating "no beam" resistant.
- but a later invented armor on a human can have electric shield or something that will give more beam armor like 2/4
and so on.
Re: P armor?
Posted: Thu Nov 24, 2016 7:43 pm
by Midonik
Its sounds good. Problem is humans going to be modern as hell,so we havent got standard bullets weapon.
Re: P armor?
Posted: Thu Nov 24, 2016 7:47 pm
by Stratego (dev)
oh. in xcom there were normal weapons at the beginning.
but ok.
Re: P armor?
Posted: Thu Nov 24, 2016 7:52 pm
by Midonik
Yes,I know. I let humans for others,becouse I dont really right with modern-era game time. But I dont going to discout with everyone,and I DONT say its bad,we will see.
Re: P armor?
Posted: Thu Nov 24, 2016 10:00 pm
by Alpha
I get it now!
Re: P armor?
Posted: Fri Nov 25, 2016 5:39 am
by MightyGuy
me too also!

Re: P armor?
Posted: Mon Dec 05, 2016 9:57 pm
by Alexander82
I would make 3 or 4 armor types:
Balistic armor: Armor to defend from guns with bullets
Physical armor: to defend from melee attacks
Energy armor: to defend from energy weapons
Bio armor: to defend from chemical weapons
If you prefer to stick with two armor types we might go for:
physical: (balistic + melee)
Energy: (laser+chemical)
Re: P armor?
Posted: Tue Dec 06, 2016 12:57 am
by Alpha
Possibly like the simpler 2nd choice
Re: P armor?
Posted: Tue Dec 06, 2016 2:36 pm
by Midonik
Both sounds good,but I prefer 2nd.
Re: P armor?
Posted: Mon Aug 14, 2017 2:26 pm
by Midonik
If humans are going to not use buletts,is p armor make sense in form it exist now?
Re: P armor?
Posted: Tue Aug 15, 2017 7:32 pm
by Midonik
Becouse there will be only some units dealing meale and balistic damege,most will deal laser damege.
Re: P armor?
Posted: Fri Aug 18, 2017 10:30 am
by Sunrise Samurai
Probably we should have physical and energy armors. Physical armor isn't as useless as you think, since it can also apply to explosions and potentially melee attacks. Bombs and grenades are still likely to be used in a future setting, even if bullets aren't, and I could see melee specialists meant to capitalize on enemies accustomed to only fighting at range. Chemical, laser, fire, and other energy based weapons are likely to be common as well, and more than 2 armor classes is going to be annoying fast.
Re: P armor?
Posted: Fri Aug 18, 2017 12:06 pm
by Midonik
You mighty be right.
Re: P armor?
Posted: Sat Sep 30, 2017 1:50 am
by Sunrise Samurai
Maybe I spoke too soon. Seems it might be worth discussing more than 2 armor types.
http://www.ageofstrategy.net/viewtopic.php?f=30&t=4390
More armor types means there's always a weakness to exploit. That helps prevent some powerful, highly armored units from becoming nearly invincible.
At this point I'd recommend at least 3 types. Physical and energy for sure. Chemical as a third maybe. 3 types means something can be big and have high armor, but leave a hole somewhere. Going up to the 7 were looking at in AoF isn't necessary here, but I'm starting to think 2 might be a little too limiting.
Re: P armor?
Posted: Wed Oct 25, 2017 3:34 pm
by Midonik
I thoughted about it,and laser and chemical registanse doesnt make sense as one armor,so I aggre,three types of armor: chemical,psysical and energy.
Re: P armor?
Posted: Fri Oct 27, 2017 1:57 pm
by Dan301002
Agree.
Re: P armor?
Posted: Fri Oct 27, 2017 2:59 pm
by Sunrise Samurai
So there's our 3 armor types, plus psychic resistance.
I'm thinking maybe we could have psychic resistance reduced by lost hp, to show a diminishing will power as hurts increase and morale decreases. Obviously, healing restores it.
Re: P armor?
Posted: Fri Oct 27, 2017 5:29 pm
by Midonik
You wrote "psychic resistanse" but it should be psionic... Well,I guess still makes sense.
Mechanic sounds good,if its passible. How exacly will it work? When unit lose by one attack 5% of hp,it loses 5% of psionic (psychic? What name you prefer?) or every hit decreses pr on same number?
Re: P armor?
Posted: Fri Oct 27, 2017 5:35 pm
by LordOfAles
I preffer psyhic
Re: P armor?
Posted: Thu Aug 30, 2018 7:09 pm
by Savra
C.arm: Chemical armour
P.arm: Physical armour
E.arm: Energy armour
Re: P armor?
Posted: Wed Sep 19, 2018 5:31 pm
by Dagravian
I would set on this way, also will put examples so you can have a better understanding of what i'm talking.
Ph.Armor: Physical armour (For standard balistic weaponry, such as pulse cannons, railguns, mass drivers, PAC (particle acelerator cannons), bites, crash sources...)
HE.Armor: Heat armor (For Heat sourced weapons such as chemical lasers, flamethrowers, plasma cannons/torpedos, termonukes...)
Ex.Armor: Explosive armor (For any explosive shells, like missiles, rockets, anti-matter bombs...)
En.Armor: Energy armor (For any energy sourced atks such as energy lasers, tesla beams, photon cannons, ion cannons/beams, tachyion beams...)
Co.Armor: Corrosive armor (For any metal/matter poisonous weapons such as acid cannons, corrosive clouds, chemical missiles...)
SP. Armor: Special armor (For any weapon of unknow source and effects (that won't fit other classes) such as black matter weapons, black hole generators, bosson of higs particles...) - Also Fun damage sources can be put here aswell like a firework thrower unit for example

Re: P armor?
Posted: Thu Sep 20, 2018 6:09 pm
by Lynx Shafir
DoomsdayDragonfire wrote: ↑Wed Sep 19, 2018 5:31 pm
I would set on this way, also will put examples so you can have a better understanding of what i'm talking.
Ph.Armor: Physical armour (For standard balistic weaponry, such as pulse cannons, railguns, mass drivers, PAC (particle acelerator cannons), bites, crash sources...)
HE.Armor: Heat armor (For Heat sourced weapons such as chemical lasers, flamethrowers, plasma cannons/torpedos, termonukes...)
Ex.Armor: Explosive armor (For any explosive shells, like missiles, rockets, anti-matter bombs...)
En.Armor: Energy armor (For any energy sourced atks such as energy lasers, tesla beams, photon cannons, ion cannons/beams, tachyion beams...)
Co.Armor: Corrosive armor (For any metal/matter poisonous weapons such as acid cannons, corrosive clouds, chemical missiles...)
SP. Armor: Special armor (For any weapon of unknow source and effects (that won't fit other classes) such as black matter weapons, black hole generators, bosson of higs particles...) - Also Fun damage sources can be put here aswell like a firework thrower unit for example
I thought there is decided already and working with
1)Psihonic
2)Energy
3)chemical
Ur sugestion.
If go with
Phisical includes any weapon and mellee attack, natural attack - aliens, monster etc.
2.energy =heat and explosion can be merged.
Cos
a) eg. spaceships - use almost same defence from explosives, lasers, bobs, ion cannons , energy shield can protect from explosion, laser and psionic Atk. Too.
b) many living thing has no/low such armor for all 3 . (of course among aliens and mutants can be example to hight too).
c) Such attacks Expl. explosion does heat, energy (impulse)./may psychic dmg(rubbish particles, projectiles)
Those .listed by u have multiple attack tipe
And can fit under energy Def.
3)Don't make it overcomplicated (other games with space-missions I used to play there r
More than 6 tipe armor for vehicles - u need to count to many things, also can confuse some players.
Harder to balance and plan new units
3)Corrozive - (Only metal) name- is not included whole scale of such substances what affect living units.
4)Special - no need to give this - can define as "magic dmg - ignores all 3 deals blank dmg
Like black matéria, or any dmg spell like mind controll.
Re: P armor?
Posted: Thu Sep 20, 2018 6:21 pm
by Midonik
My opinion (so basically the law lol, no seriously it's too serious to mess it up):
Physical: kinetical energy of all types, so bullets, swords, claws etc, also rockets and explosions, perhaps heat but I still need to think about that.
Energy: laser, plasma etc.
Chemical: all chemical types of damage, so both acids (machines) and posions (living).
Psychic resistance: like spell resistance.
Re: P armor?
Posted: Sat Sep 22, 2018 2:56 pm
by Savra
I like the 4 style better. You could probably put heat in with energy since its a kind of energy.