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Balance tweaking for power armor mod


minngarm

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So I've been sketching out the mods I'm going to do when the CK hits, and I want to get some feedback on a bit of one of them in paper form before I commit to a out right plan for it.

 

Obviously as the title details it is a power armor balancing mod that would be directed at making power armor more lore friendly mechanic wise and expanding on the upgrades and such. How so? Well for starters the basic jist of it is that power armor will require parts to build/upgrade/repair that can only be salvaged from other suites and eventually crafted in a new crafting station (later stages of the mod will include that option.)

 

So the first iteration I have planned out is basically changing the parts for repairs and deconstruction of power armor to these new parts, this will mean you have to pick and choose which suites to salvage for parts and which ones to keep for use.

 

So right now I'm planning out a base value for all suites period that will be modified for each model later on as I want to keep the first iteration rather simple and easy to test with. What we have for parts are as follows;

 

Armor Plating - Made up of bits of Steel refined into a robust thick layer that can be reforged to any shape.

Composite Plating - Small compact layers of Ceramic reinforced with Steel for extra protection from blunt force.

Joint Sheathing - Thick kevlar covering to protect flexible areas.

Seals - Rubber rimmed locking mechanism to attach modular pieces together.

Eye Covering - Thick composite transparent material used to cover head gear.

Electronics - Combination of sensors, wires, and circuit boards for transmitting data.

 

So there are the basic parts and a brief description on them. May need to add more or remove some later depending (feedback/suggestions on that are welcome of course.) Now the base cost/pay out for suites of all types I am thinking of the following;

 

Helmet - AP(5), CP(2), JS(1), SL(1), EC(2), EL(1)

Torso - AP(25), CP(8}, JS(0), SL(5), EC(0), EL(1)

L. Arm - AP(5), CP(4), JS(3), SL(1), EC(0), EL(1)

R. Arm - AP(5), CP(4), JS(3), SL(1), EC(0), EL(1)

L. Leg - AP(5), CP(5), JS(3), SL(1), EC(0), EL(1)

R. Leg - AP(5), CP(5), JS(3), SL(1), EC(0), EL(1)

 

Now this would obviously mean that for the initial release with these parts only usable and obtainable from power armor that you'll have a limited supply and won't be able to make regular use of your favorite suite without having the ability to farm up more parts.

 

Since I can't look at how the damage is calculated in the game currently for the suites without the CK I would surmise or rather plan that the chance of the repairs requiring the part would start from the left hand side going forward. Meaning that Electronics should only really be required if the part is either out right destroyed or damaged below 20% of it's health/durability. This should make salvaging say raider armor suites for repairs quite effective while still offering plenty of immersion and challenge to a power armor build as a result.

 

So of course at this point I need to know what you guys think of the initial build so that I have a leg to stand on before going into the more complex process of making power armor parts from the base materials in the building system in the game, as well as redoing the cost of modifications for them. Also need to figure a way with the CK to make the indoskeleton (or is it exoskeleton if you consider it from the pilots view?) salvageable and craft-able as well.

Edited by minngarm
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Will keep an eye out for this one.

 

I think the arms and legs would require more AP than the helmet and the helmet would require more electronics, since it has its own HUD with gauges and indicators. Also, maybe the helmet would need more JS, since it protects the head and it is generally a favorite target (in theory) when being attacked, although the game mechanics for NPC attacks may not incorporate the head as being the perferred target.

 

Just a few thoughts.

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Will keep an eye out for this one.

 

I think the arms and legs would require more AP than the helmet and the helmet would require more electronics, since it has its own HUD with gauges and indicators. Also, maybe the helmet would need more JS, since it protects the head and it is generally a favorite target (in theory) when being attacked, although the game mechanics for NPC attacks may not incorporate the head as being the perferred target.

 

Just a few thoughts.

Thanks, so maybe add 3 AP to each limb, 2 EL to the head, and another JS? I was thinking of JS as more so like a cowl esque approach to each joint area so originally only went with 1 to cover the neck.

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