• If you were supposed to get an email from the forum but didn't (e.g. to verify your account for registration), email Wes at [email protected] or talk to me on Discord for help. Sometimes the server hits our limit of emails we can send per hour.
  • Get in our Discord chat! Discord.gg/stararmy
  • 📅 May and June 2024 are YE 46.4 in the RP.

Damage Rating Revision Discussion

Re: Fred's revision on the DR system

Then the best thing to do would probably be to use the current system as a direct damage dealt to hit points kind of thing and use the previous system to determine if the attack can damage the armor. Alternatively a separate stat could be used to represent armor capability and armor penetration.
 
Re: Fred's revision on the DR system

What do you think the grade is, Uso?

We don't have all that many materials to actually make armor with. I've said on an earlier page that it usually centered on durandium, xiulurium, yamataium, zesuaium, alloys/mixes of them.

I'm of a mind that a durandium hull is everybit as capable as a yamataium hull to cope with damage from weaponry. Why? It's starship hull - it's made tough. The difference, though, is that Yamataium is relatively better at dealing with anti-matter/particle weapons and it regenerates to a degree.

Now, I could very well recommend that a positron cannons inflict "X anti-matter damage" and have Yamataium the material lists as its quirks "-1 Anti-Matter damage, Regenerative" but that'd get overly detailed in 'game rules'... enough so that I prefer people whom want the extra detail to go and apply it as they see fit instead of have them choke on it with extra numerals to make something you stated as overly complicated as something even more complicated.
 
Re: Fred's revision on the DR system

Can we simply elect not to use any system and move along? I don't like it, it does not fit to the style in which I GM my plots and I feel it will be quite stifling, but now I'll switch to positive contribution.

How about adding modifiers? Use the old DR ratings as modifiers for the new damage scale.

It works out pretty well, observe.

New Scale Damage Rating 3 Armor Weapon+Old Scale Damage Rating 10 Aether Rifle=New Scale Damage Rating 13 Armor Weapon

This results in a proper scaling of an armor-grade weapon to starship hull materials, and personal-grade weapons to armor materials.
 
Re: Fred's revision on the DR system

This makes it too complicated. This new system is a great replacement for the old one.

It balances well and is a good universal nerf for everything.
 
Re: Fred's revision on the DR system

Well the rules that Fred have proposed have lots of holes in them, weapons don’t stack plus starbases and other large ships become illogically immune to most/all weapons under the rest of the rules that have been proposed while on the other end knives and even handheld weapons are going to be penetrating zesu, steel, and other decently high grade armors like they are paper. This also blands out all of the ships and vehicles in the game. After all they are all going to have the same HP for their size class so ships won’t have any differentiating characteristics in that reguard. After all its more interesting for RP to have different ships, Yamatai uses small amounts of high strength armor to make them more nimble while Nep and NDI lump on massive amounts of more conventional armor for survivability. They react very differently under the old system but will be the same under the new system. Basically as it is it is not a nerf, it is just evening the playing field by taking away what makes everyone different.

The new system does not describe what armor does in the least. It is like saying that leather armor and modern composites are the same because ‘they are made tough’. Some armor is not going to do anything and some armor is going to be completely effective at defeating an attack. This is akin to the same error Fred made when he implied a nuke and a laser deal the same damage. Yes, a material by itself isn’t the sole determining factor behind how good an armor is but armor still needs to be represented separately from HP.

Because we have decided to use a more complicated system as Wes has stated, there is no longer any need to discuss why using a more complex system is worse than the previous system. We might as well have a system that works.

As for modifiers:

I also don’t like the idea of an armor penetration stat as a modifier. After all a weapon can have high AP but do low damage and vice versa. For example a dum dum round won’t penetrate armor but will do a lot of damage to a person when it impacts and spreads out inside of them. On the other hand a high velocity round may go cleanly through a person, penetrating their body armor completely but leaving a wound that can be treated far easier. I feel like with a modifier system both of these weapons would end up dealing the same damage instead of having different results in game.

The best way I could see a modifier AP stat working is if armor was used as a modifier as well. The interaction of the two would determine what percentage out of 100 that the weapon would deal to a ship’s ‘HP’ but wouldn’t allow the weapon to do more damage to the ship than the weapon’s base damage.
 
Re: Fred's revision on the DR system

I have an even better idea. You know, since this happens to be an RP site. We keep the new system which has already been implemented, and leave the rest to GM interpretation. I'm sure that most GMs are smart enough to do the research when something comes up, and know how to put it together in a feasible manner.

Obviously, in the case of infantry weapons, I would give the hollowpoint rounds of a Styrling Ripshot and a throwing axe different results, even if the system said they had similar damage effects.

You seem to think very little of a GM's interpretation Uso, and it's disheartening.
 
Re: Fred's revision on the DR system

Again, I am agreeing with Uso, somehow.

As for your point, Exhack, the matter is that these damage scales are in place mostly to allow GMs to have a common-ground reference in PvP. Thus, interpretation is moot if one GM is saying one thing, and the other is saying another thing. Its going to come down to relying on the listing, and it'll end up being rather messy in my opinion.
 
Re: Fred's revision on the DR system

Well... as for PA armor scales, I think that the system for starship hulls could work just as well for PAs.

-Ultralight PA would have a 1.
-Yamataian-style PA would have a 2.
-Nepleslian and Lorath PA would have a 3.
-In-between vehicles like Iromakuanhe Powered frames and the Nepleslian Wolverine would have a 4.
-Full scale mecha, like the Lorath Whirlwind would have a 5.
 
Re: Fred's revision on the DR system

Exhack is talking about structural points here.

Assuming a power armor of a certain size can take five times the damage suitable for its size class, you could get:

05 structural points - Harpy power armor
10 structural points - Daisy power armor
15 structural points - Aggressor power armor
20 structural points - Tank, Tasha mecha
25 structural points - shuttlecraft, battletank
 
Re: Fred's revision on the DR system

As for armor materials, I was thinking we could just break them down into 3 categories, and make individual properties.

Light, which would be Durandium, Carbon Ring, ADN and Aerudirn, for example. This would basically regroup the entire mid DR armor category, from about 5 to 6.

Medium, would include Nerimium Composite, Yamataium-Durandium, Structol, Duremium and anything that fits the bill of an armor that weighs a bit more than light and can take a bit more of a beating. With the exception of Nerimium, it would include all the DR 7 armors.

Heavy would include the superheavy armor substances, which are basically just Zesuaium, Yamataium and Nerimium. They're all superheavy and superdense, and it should be reflected in their defensive properties. Nerimium, which in the previous DR system was actually as comparably tough as Zesuaium on PA applications (according to Wes) might fit here.

So we have modifiers to durability based on armor used.

1x for light armors.
1.5x for medium armors.
2x for heavy armors.

If the goal is simplification, this seems pretty darn simple to use.
 
Re: Fred's revision on the DR system

1x for light armors.
1.5x for medium armors.
2x for heavy armors.
Maybe it should be:

0.25 No armor at all (+.075c STL speed bonus - Max of .45c)
0.50 Light Armor (+.05c STL speed bonus - Max of .425c)
0.75 Medium (+.025c STL speed bonus - Max of .40c), and
1.00 Heavy (No speed bonus - Max of .375c)

The reason for this is that it already takes the strongest weapon in the SARP, SDR5, already takes two hits to destroy the smallest warship. We shouldn't make it even tougher. I predict most military ships will use heavy, although I have added incentives for lighter armor.
 
Re: Fred's revision on the DR system

The reason for this is that it already takes the strongest weapon in the SARP, SDR5, already takes two hits to destroy the smallest warship. We shouldn't make it even tougher. I predict most military ships will use heavy, although I have added incentives for lighter armor.

Is that a bad thing, though? Remember, on paper using the old DR system, most ships could utterly demolish their own class in 10 seconds or less -- which is part of the reason GMs basically ignored it, since epic battles are no fun if they only last 10 seconds.

Longevity is never bad for roleplay.
 
Re: Fred's revision on the DR system

Well, if you take into account that a Plumeria gunship could have this:

Plumeria-class Light Gunship
Starship-grade Yamataium armor, 20 structural points
CFS Shielding - Absorbtion: 20, Threshold: 2
Armament: Aether Shock Cannon (ASR 5), 6x Positron Cannons (ASR 2 each), Swarm of Aether weapon pods (ASR 2 total)
Yes, Wes. I still insist on the Plumeria's positron cannons being Rating 2, because there are non-main gun weapons out there on larger ships like the Chiharu flagship that are larger, ought to do more damage and yet shouldn't be main guns.

With that weapon volley, the Plumeria in ideal circumstances would cause 19 points of Anti-Starship damage. The combined structural points above would make it so that in two successful volleys, the Plumeria would have had nearly defeated a counterpart vessel of the same class.

Shields, if fighting an opponent of similar ship size or less, should make it possible to effectively last twice as long as an unshielded ship. However, if you end up facing larger ships, they likely hold larger and arguably better weapons on board, allowing them to knife through the defenses of smaller vessels much more easily.

So, if you have seven Plumerias firing on a single Plumeria, 3 ASR will blast through the shield on every Aether Shock Cannon discharge. Since the Plumeria's hull armor value decreases faster than its absorbtion value, you end up destroying it before its shields actually fail (though they might still from internal damage, depending on the roleplay scenario).

Anyhow, point was, even shielded the Plumeria can only two two full salvos of its own arsenal before being nearly destroyed.

* * *

Exhack, Wes... I'll admit I'm a little uncomfortable with making armor materials translate into just numbers. I think that might be telling GMs a little bit too much how to handle damage suffered by a ship.

The goal of the initial idea was to make it so that someone could look at a weapon and easily comprehend the level of harm it could deliver. The DR 1-10 system failed to do that, only giving out how capable they were of penetrating defenses.

The DR system was made because there was confusion on what weapon was powerful and what weapon was not, because a power armor rifle would have 'Very Heavy' and the same would go for a ship's turreted cannons. Unfortunately, that ended up resulting in the same lack of clarity regarding just how damaging a weapon was, because a lot of things, big and small, ended up with the same values still.

My goal with the ratings was to convey how much a weapon could bring harm to something, while using the grades to help with penetration values. The three larger distinctions seemed to be on the personnel, mecha and ship levels - which is why I took that approach. After all, most ship weapons were DR 6+ and a DR 6 weapon could harm a DR 10 armor-type, so, I figured making them all ship-grade did that cleanly.

If a weapon was made to be effective against ship armor, then it was a simple assumption to have it function so, regardless of the weapon type used. For a GM wishing to get more out of his weapons and make it less generic, there was the encouragement to look up the weapon and armor qualities and then make them apply in the roleplay, deciding the effectiveness of the attacks delivered on the fly as most GMs do anyhow.

I believe this is wrong.

However... Wes has already gone beyond how I devised this scaling/rating system with putting 'total annihilation' weapon at the top - regardless of how I was trying to make it so that smaller ships would likely be better off having smaller weapons which would not cause as much damage as larger hulls could manage.

I don't like how armor qualities get translated into numbers, but I suppose (reluctantly) that armor density and weight could use some representation too.

If speeds need to be altered, though, I think we should give our speed standards table another look. Several categories on it are underused because everyone scrambles to get the top values. Instead of giving a bonus over the maximum, why not make adjustments so that a ship with lighter armor would hit that maximum and other vessels with heavier armor would not? The aspect of poorer engine technology - something nearly totally overlooked - could very well sit with some adjustments as the relationship between engine power and armor weight.

* * *

A thought also comes to me, looking at the Plumeria. Just how many weapons can you fit on a hull? It is acceptable for a light ship to be able to nearly destroy itself in two weapon volleys? What about ships whom can't? Do they get out some advantage out of it?

Armor density and speed seem to be interrelated now. How does weapon arsenal figure in that? Perhaps there could be a few balancing relationships put into effect while were at this, though this goes far more into the ship designing realm than the guideline making:

Armor <--> Speed
Weapon <--> Shields

A light ship with most of its assets devoted to weapons could end up with less powerful defensive systems as a result. That's purely hypothetical... but that thought struck me.

* * *

Wes, the qualificative 'Total Annihilation' is getting old. Could we change it to something else? I dunno... 'disintegration' maybe? They don't exactly annihilate totally. >_>
 
Re: Fred's revision on the DR system

How are a ship's shield points determined?
 
Re: Fred's revision on the DR system

Regarding the wiki page:

1) Only three grades of armor? I'd like to see maybe four or five, just for variety, but even then we'd be cutting corners.

2) Remember: Armor and speed are not inversely proportionate at a flat rate. Armor mass increases exponentially as you increase thickness, assuming 100% coverage.
To make...

A 3 m3 (three meters cubed) block of armor would require 27 slabs of 1 m3 armor blocks.

A 6 m3 (six meters cubed) block of armor would require 216 slabs of 1 m3 armor blocks.

So in this particular case, in order to double the armor thickness you would need eight times the mass. Of course, this is just a generic block that could be made using lego blocks. But the general principal of covering a 3D object and exponentially increasing mass still stands.
 
Re: Fred's revision on the DR system

@Jessica:
*wince* more than 3 grades would become overly cumbersome. We already have Uso whining about 'complexity' where there's none, but I don't want to pour more oil to the fire.

@Wes:
Well, so far, I'm just giving them the same hull value for their absorbtion and using their hull category as the threshold value.

For example, a Plumeria size category - Light - defaults at 20 structural points, so I use that for the absorbtion value.

Seeing that the Light hull category is the second, I'd apply that value (2) to the Threshold.

A medium-sized ship would have Absorbtion 30 and Threshold 3.

Quick recap -
Absorbtion: The word I'm currently using to portray how much damage a shield can take in an encounter, if nothing is done to prevent it from being depleted.

Threshold: When an attack hits the shield-protected ship, how much damage the shield can mitigate and transfer to deplete its absorbtion total. If a weapon is stronger than the Threshold value, then the ship's shield absorbs some of the weapon's damage potential and lets the rest slip through to damage the ship's armor.

* * *

Wes, I've looked at how you handled the structural point reduction regarding armor weights and recommend that you instead use:

0.6 - Light armor
0.8 - Medium armor
1.0 - Heavy armor

That way, we get even numbers. ( ex.: 75% of 30 SP = 22.5 whereas 80% of 30 SP = 24 )
 
Re: Fred's revision on the DR system

*Shakes his head*

I'm not digging the way defenses is taken into category here. So basically I could make a Gunship out of cardboard and it'd have the same defenses as a Plumeria, or If it were a scout) a Nozomi in terms of SP. That isn't right, materials used should weigh in more then ship size. I like uniqueness, not uniform which is happening with this size thing... :(

I admit the system is new, but with these 'modifiers' as well, nothing is stopping anyone from completely disregarding the 'Heavy' category and just using that. Sure, you get a bonus of speed, but just looking at this from my prospective it just plain isn't right to base sizes over materials used. :?
 
Re: Fred's revision on the DR system

Examples:

Plumeria
Base SP: 20
Armor Type: Heavy (no speed bonus)
SP: 20
(4 from the heaviest weapons, not counting shields)

Maras
Base SP: 20
Armor Type: Medium (+.025c | Max of .40c)
SP: 16
(4 hits from the heaviest weapons, not counting shields)

Takumi
Base SP: 40
Armor Type: Heavy (no speed bonus)
SP: 40
(8 hits from the heaviest weapons, not counting shields)

Type 30 Mass Production Escort
Base SP: 20
Armor Type: Light (+.05c STL | Max of .425c )
SP: 12
(3 hits from the heaviest weapons, not counting shields)
 
Re: Fred's revision on the DR system

@Wes:
Your examples seem accurate so far. However...

I'll admit I have a growing worry that this is getting too involved. Having a ship graded on the level of armor and then given an arbitrary number of structure points as a general guideline along with GM interpretation seemed fine. The Absorb/Threshold shield idea I outlined seemed like a decent way to keep up. Then, the weapon damage ratings and purpose could be tweaked, with individual armor and weapon properties judged on the fly by a plot's GM.

Frankly, I don't think we should go father than that. This should be an aid for what is still freeform roleplay - not a crutch we have to lean on. I still mean for this to be a common guideline to encourage and not a rule to be enforced.
 
RPG-D RPGfix
Back
Top