Okay we all know that some TT fans will be upset about no armor save or something but I have a few ideas so hear me out. So example no.1 it's pretty much the space marine armor/over shield thing that canbe renamed and tweaked like it doesn't regenerate after 5 miliseconds and you can get kills with normal weapons. Idea no.2 let's say a nob has 46 armor and he gets hit with a bolster round which does 30 there is a 50-50 chance his armor will subtract amount of armor to damage but a boy gets hit and they have like 5 armor he will take 25 damage if his armor works but there is still a chance to hit them. Final idea your armor is the percentage of how likely you will neglect damage 67 armor means 67% chance of damage neglection 5 armor equals 5% chance. So what do you all think
1. I do not like the idea of the armor bar, getting shot in the chest plate does not stop your helmet from protecting your face 2. This is how I think armor should work, but remove the randomness and if possible be based on were you got shot 3. This is the exact tabletop method I hope the game will have a system like option 2 but we definitly need penetration for things like plasma guns
O_O i think you have to make this more clear... For the idea one is like Space marines, idea 2 is strange i don't understand very well what you want, you mean people are always one-shouted ? idea 3 is like idea two. You make a game only gor people who are Lucky and ignore all damage against unlucky who are always one-shoot ?
Okay so let's say you have 500 health armor has a chance to protect you but not always like armor saves in idea 2 you have a chance to not take damage but a lot of damage stacks overriding armor idea 3 means the more armor the higher percentage of the damage you don't take
Actually, the devs did say that penetration will play a roll, we just don't know how much yet. A lot of it depends on whether we are going with "random" damage from weapons, or if it is static. However, it would be neat to see similar to your last method. No armor would provide immunity (with the exception of shields possibly providing a renewable ablative effect?) to weapons, as some damage would always get through, even with 99 armor, but you could take a lot of small arms, while heavier weapons you would feel much more immediately. There should be some sort of armor degredation in there too, perhaps the armor having HP and it's protection being reduced based on the % of HP it has left. As an example of this, lets say Scout armor has 50 armor (protects 50% of damage) and 1000 HP. Every shot it would absorb 50% of the incoming damage which would decrease as it takes damage, after 500 damage to it, it would be absorbing only 25% (50% of 50) of the incoming damage, it's taken quite a beating, after absorbing 900 points, it's little more than tatters and is absorbing only 5%. Possibly, this can be combined with the TT rules, giving a damage threshold as well, that, if the incoming damage is less than, it will simply be completely absorbed by the armor (again reduced by the % of the total HP of the armor). so, using the above example, if the armor had a threshhold of 10, then any hit of 10 or less would be completely soaked by the armor HP, and none would pass through. Eventually anyone could be worn down. Penetration could be taken as either an ammount of damage that automatically passes through armor (either as a % or a straight number). Obviously, this shouldn't auto-regen, it's metal plates. but it would also give a purpose/more options for 'buffer' classes. A Mek/Bonesinger/TechMarine/Chaos TechMarine could then repair the armor in moments of peace, or at least out of the line of fire (shouldn't be able to be repaired while actively engaged in combat). It also opens up options for loadouts and weapons that do various things, like, perhaps a weapon has lower damage or penetration, but does extra damage to armor.
I would like to see terminator armour and equivalents being inmune to small arms such as shuriken pistols, maybe bolter pistol should do a little bit of damage, if you see a big armoured guy you better have a melta/fusion gun, plasma, rocket launcher or power weapon, you don't have any? run In the gameplay video there was a armour bar so i really hope we can see some kind of armour degradation. I'm really against any kind of rng in a skill based game... if i can aim to the head why should i need to hope the shoot penetrates the armour?
Similar to a fallout system perhaps? Where you armor could degrade in different areas. A visual affect would make this even better. Combine with an injury system for maximum effect. Considering that it's kind of immersion breaking and stupid to see space marines running around getting written off like guardsmen or like in PS2. Not neglecting the original ideas. E.g You are hit in your left leg by a good-ish AP weapon like a heavy bolter or perhaps a missile launcher. (going from TT). The armour negates the majority of the damage but is practically destroyed in the process. This leaves you with a little damage to your leg but practically no armour protecting it anymore. You then take another hit to you chestplate, which is naturally more heavily armoured and so resists the shot and negates the majority of the damage. Your are not penalized for getting hit by two rockets and then dieing because the first one stripped all of your armour despite only hitting you in the leg. However either the explosion from the second rocket or more likely a shot from another weapon (this one can now be a poor AP weapon) hits your leg. Because it has next to no armour your leg takes a large amount of damage and is then "crippled" to use the fallout term. Regeneration of health could come in here but perhaps for serious wounds you would need proper medical treatment to fix it. Seeing as how your leg is now crippled you suffer a reduction in movement speed. Naturally complete overkill, like a meltagun at point blank or taking three consecutive missiles to one part of your body, is going to slay you outright. However this could put you down but not out of the fight entirely seeing as (unless you have been pushed way over the damage threshold) you can still be "revived" by a teammate using the revive mechanic. (Or executed.) Thoughts?
@GodEmperorT, sorry but an idea of getting hit 3 times with a missile launcher and still being alive is pretty absurd to me unless You are terminator or an equivalent of such. I understand that range weapon damage must be balanced so that the melee is ever possible but what You suggested has got nothing to do with: 1)lore, 2) TT 3) common sense 4) fun. How many missiles would a devastator have to have on him to be able to kill say 10 enemies? - 100 ? -They are devastators\havocs for Christ's sake! (One good shot with missile launcher should be able to destroy a smaller vehicle like rhino or even predator not to mention a single trooper no matter what race otherwise becoming a devastor or havoc specialist will be fruitless and frustrating, besides if ML would be so weak how many accurate bolter rounds would you have to pump into a marine to kill him?) EDIT: I liked the idea armour worked in Operation flashpoint WH40k mod, it was realistic and fun at the same time.