A high quality mod aimed to improve the base game of Soulstorm while also providing a new experience in how the game plays.
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New Armours! But Major Set Back | Locked | |
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Jan 12 2020 Anchor | ||
I'm designing an entirely new armour system! Rather than adhere to the base game's rules, I've gotten a huge inspiration from the concepts found in the tabletop game and will be implementing them into a new armour piercing system. Three major components will dictate how a unit's armor will function:
Now with all of these criteria, the armour list is going to be enormous and if it wasn't obvious, any APD work I did do will be scrapped in favor of this new system so yes, this will be a major set back for the mod, but hopefully it'll bring something new to the table for Soulstorm. Instead of evenly distributing the work to every faction, I'll be just working on race at a time so they're at least playable in my game. |
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Jan 12 2020 Anchor | ||
So with this new armour change, the weapons are going to work the same way as before you mentioned the APD work? Or the weapons are going to have an influence? |
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Jan 12 2020 Anchor | ||
JC_Bomb_Expert wrote: Nope. Weapons function more on a spectrum rather a precise armor type with Toughness reducing the damages to tougher enemies. The Heavy Bolter, for example, has a similar APD for a Living Saint and a Squiggoth and half that APD for a Land Raider. The Living Saint has higher armour but lower toughness and the Squiggoth has higher toughness but lower armour. The Land Raider on the other hand has high armor and high toughness. Certain weapons like the Lascannon which have high AP and Strength aren't very good at Low armour but still do a decent amount of damage to tougher enemies in that class. The damage done to a Slugga Boy wouldn't be far off from how much it would do to a Great Unclean One, which share the same armour. Edited by: Eranthis |
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Jan 12 2020 Anchor | ||
But for example, the concept of making the plasma gun and power weapons a highly effective weapon against heavy infantry and less against light infantry still remains? |
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Jan 12 2020 Anchor | ||
To an extent yes. When the AP goes up, the APD for armor classes below that are decreased, although plasma guns can deal just as much to vehicles if those vehicles are close to the heavy infantry armour type. After learning of some limitations the game has, which is a 31 entry limit for its files, I've managed to condense the armours into a 30 count, sacrificing some of the potential vehicles had. Unfortunately this means that classes like commander, daemon, daemon engine and monster won't be fully realized, but we'll make do. tp_infantry_low_1: Cultist, Gretchin, Mandrake, Farseer, Repentia, Kroot Carnivore tp_infantry_med_1: Guardsman, Guardian, Ethereal, Kabalite Warrior tp_infantry_high_1: Howling Banshee, Kasrkin, Fire Warrior, Servitor tp_infantry_heavy_med_1: Dark Reaper, Battle Sister, Incubus tp_infantry_heavy_high_1: Living Saint tp_vehicle_low_1: Reaver, Wartrak, Sentinel, Raider tp_aircraft_low_1: Raven, Fighta Bomma Edited by: Eranthis |
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