wannabenerd
First time out of the vault
Dubby said:*sigh* May as well explain what's coming in a little more detail then. Armor is going to have the following statistics:
AC, DR, TH, SR, HR, TR, ER, PR, and RR. However only those with a non-zero value will be visible, and SR/HR will be abbreviated as a defense mod. The HELP panels (that automatically show up the first time when starting a new game) will give full, detailed information on what all these mean and why they're important.
AC = This is the damage resistance of the armor relative to the armor's condition. As condition drops, AC will drop. Even if the armor breaks, it can still be worn and provide basic defense with DR.
DR = This is the base-line damage resistance armor (and perks) can provide against kinetic energy (physical damage).
TH = The threshold percentile for resisting kinetic energy.
SR = This represents the relative softness of something.
HR = This represents the relative hardness of something.
TR = This is used for non-physical-type attacks, and represents the armor's resistance to thermal (heat) energy.
ER = This represents the armor's level of conductivity, or how well it absorbs (or conducts) electrical energy.
PR = This one is a bit of a misnomer, the abbreviation is for Plasma Resistance, but to the game this represents the hardiness of an object's current state of matter. In other words, its resistance to sudden and extreme temperatures.
RR = Radiation Resistance.
Weapon statistics are different, and represented in a different way as well. This is what you'd see for a chinese pistol using 9mm hollow-point rounds:
KE 5, Rng 50, Mod 15/5
First number represents the basic physical damage per round. Second number is the effective range if the weapon+round in meters. Third number (first one in Mod) represents how damaging the round is to soft tissue. Fourth number (second one in Mod) represents how well the round is able to penetrate body armor. To switch the ammo loaded in a weapon, you have to re-equip the firearm from the pipboy menu (not the hotkey menu). Encase you're wondering, explosions cause a combination of KE & TE (thermal energy), among other types depending on the specific type of explosion.
Enemies will also know how to use these mechanics to their advantage, and swap ammunition type depending on their enemy's protections and their own wits.
Hey, I like this idea, definitely sounds like Fallout.
Could you add a 5th number though, being the TOTAL damage.
Like for instance you have the model, "KE 5, Rng 50, Mod 15/5".
Adding "TD" (total damage, or something to that effect) in front of the calculations would be great for us college graduates that prefer refraining from adding and subtracting lol.