No. It's not clear at all.That looks pretty freakin' clear to me that it says materials matter and can drastically change the defensive ability armor.
Sounds like a poor excuse and doesn't address the problem.Why does the article have to explain the entirety of the material's properties when materials are supposed to have their own page?
No the chart list some materials (not all of them) and gives a brief explanation of attributes of those materials.Sounds like a poor excuse and doesn't address the problem.
The chart literally lists what materials are supposed to do within the DRv3 system. Of course the article should have to explain what they do. Doing so wouldn't even be lengthy, just a rewording.
Then the chart is absolutely useless and we're at square one, wherein Yamataian armors are only judged by their size and are suddenly weaker than armors they're supposed to be able to wreck.No the chart list some materials (not all of them) and gives a brief explanation of attributes of those materials.
While size isn't the perfect solution, it's the best proposed one to handle things without having to make the system huge and detailed and limiting. Mass for instance doesn't work, because we have gravity machines in setting and someone could have a machine that makes itself 'heavier' to try and get into a different category. Size isn't perfect, but with the the needs of the GMs that bothered to participate in actually designing this it was the best answer. And one that still meets those needs and is better hasn't really been proposed.I don't think so, Syaoran... I think if we accounted for materials and design qualities in the guide, we could match up small, high-tech medium power armours made of exotic materials with large, low-tech medium power armours made of common materials, so that GMs would know that the two units are meant to be equivalent (at least in role) without having to do heavy research. If they did the research, then they'd understand the difference between the factions' technologies gave them a different style of design, including different sizes and doctrines, even though they fill the same roles.
I don't accept the argument that size keeps people from going too far, because 1) materials and technology keep people from going too far, it's the tech staff's job to tell people they can't block a bullet with three inches of cotton padding, and 2) the 'size isn't everything' argument allows the exact same manipulations that using size as a basis is meant to prevent, so the same work needs to be done to keep the setting intact, anyway.
I don't think the guide serves its purpose if it only tells us how big things are instead of how much weight they carry in a combat situation.
Chart isn't useless it's called a quick reference. And we're still not at square one, cause even if the chart was entirely useless, that does not remove the blurb about how material can change effects. So that still means the materials the armor is made out of is important. Which means for instance, Mindy 4s, physical attacks straight up can't break their armor. A star ship could fire a rail gun at them, and their armor wouldn't break from the impact. The user would likely still die form the shock, but the armor wouldn't break.Then the chart is absolutely useless and we're at square one, wherein Yamataian armors are only judged by their size and are suddenly weaker than armors they're supposed to be able to wreck.
Well, I suggested that we put information in a good place and have materials get listed tier bonuses or deficiencies and in response you questioned why the article should have to do that.that becomes a question of is that information in a good place, as opposed to is the system itself bad.
How do you decide how 'capable' a technology is though? Who makes that call? The NTSE? Okay sure but on what grounds? How do you stop a player from saying "Well I think it's more advanced than that so it needs to be higher tier"? Also what do you do for technology that is not entirely consistent? Like a ship that only has it's front plated with super metal but the rest isn't? Do you treat the whole thing as the front or as the rest of the ship? Also what about materials that are only really good against one thing? How does that effect it's qualification?Well, I suggested that we put information in a good place and have materials get listed tier bonuses or deficiencies and in response you questioned why the article should have to do that.
Or we could just do the simple thing, which the site owner seems to believe in, and place technologies in a tier based on their capabilities rather than just their size. It's more intuitive, and more intuitive is always better than something that is vague or requires deep knowledge of the setting to get right.
There is no work for me to do on it. It's Fred's system, he's the v3 czar, so any changes are up to him. Just a suggestion to make what's already there actually work as he's describing it should work.so instead of telling someone else to do it, put the work in yourself first.
The thing is, the ballpark isn't even close to an accurate range right now. Which is why this is a good consideration:The Tier just gives you a context, a ballpark to picture things into.
Thanks.What I'm considering doing is make it so that the Nepleslian power armors might end up in Medium, and leave Heavy for the near-mecha power armors like the Keiko and Aggressor. the contrast between KFY Lamias and NAM Terratech armors will be much less.
It's technology not size that makes the Mindy what it is. Look at Tank size classifications in real life. Technology does not denote it's class as opposed to is weight and size. No one is saying the Mindy is weak. We're saying it's a light armor with crazy tech that makes it compare to other armor. There is not Yamatai hate, I'm not even sure Fred plays anything besides Yamatai characters. Stop accusing people of stuff and get a real argument.The Yamatai hate is strong rn.
The Mindy has always been super tough for its size. It's a crazy technological wonder
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