Quote from: NoImageAvailable on September 08, 2015, 02:44:51 PM
On that note, if anyone has ideas for what a realistic armor system should look like, feel free to post them. I'm currently in the planning phase and open to any suggestions.
I'm not certain how the current armor system works apart from more armor = good, but perhaps something like:
Armor prevents a % of damage based on the type and quality, with heavier and better armor preventing a higher % of damage
Weapons have damage and penetration. Damage is a brute force beating against armor, has its value reduced by armor, but will eventually break through it with every bit of damage slowly degrading the wear and tear of the armor until it breaks. Penetration is how much armor that weapon will ignore; it doesn't degrade the armor quality any more than usual but simply allows the weapon to pierce the armor's protection more easily.
So a suit of power armor with let's say 90% damage reduction against projectiles would allow someone to take a lot of hits from low caliber weapons, but it's losing its durability the entire time it's getting pounded and after a few fights it'd need repair. However, something like an assault rifle, machinegun or sniper rifle would have more penetration and be able to pierce through some of that armor.
Additionally, if more complexity is needed, the lower the durability of the armor, the less damage reduction % it would grant. If this could be applied to Mechanoid hulls while they are alive, it would mean your SMG/Pistol colonists would do practically nothing to them at first but after a couple minutes of sustained gunfire would be reducing that armor a considerable amount.
Again I don't know how vanilla armor works but if it's not already like this, this seems like the style that has been tried and tested in a lot of different games, is fairly simple to understand and isn't needlessly complex while also remaining more or less realistic enough and making it easy to see the effects of better armor purchases.