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Attributes (for armor/body) list

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X3M
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Joined: 10/28/2013

What am I looking for?
I am looking for exotic attributes that can be used for a modern warfare that evolves into early 22nd warfare.
I know I asked this before. But that was for a game a friend was making. I on the other hand, need something better.

Goal
My goal is to have set's of 2.
Where 1 attribute will receive 0 damage.
The other attribute will receive 2 times the damage rolled.
It is very important to know. One attribute is going to get 0 damage. The other one is going to get 2 times the damage.
Weapons have to be designed specific for these attributes.

More than the goal
If I have enough attributes. Sets of 3 might be possible. Where 1 attribute receives 3 times the damage, while the other 2, receive 0.

What I already have
My basic attribute sets are Biological/Mechanical and Unit/Structure. These are always given to the pieces. And that is why they have a more detailed modification in damage.

I have a couple of attributes. But they are not yet in pairs of 2. First, I want to make a big list (I edit this post?) And then start pairing them up. I think a lot will perish at the end though.

What fails so far
I once had (Energy)Shielded/Not Shielded. But that one doesn't work, since all basic units are "Not Shielded" and have "Normal" weapons. Henceforth that shields are a stack of health points with different armor on top of the main body.

Still, energy shield can be an attribute. But it has to be paired with something else.

What I don't need
Various speed indications. I got that in numbers.
Various range indications. I got that in numbers.
Something like intelligence. How is that supposed to protect against certain weapons? (convince me) So I guess, "hard" attributes is what I need, not the "soft" ones.

When looking at SC2 attributes. I saw the pair light/armoured. But this doesn't work for my game. I got something in numbers. But as attributes and knowing the factor is going to be 0 or 2. This pair simply won't do.

The list (Help me expand it?)(Help me to get pairs?)
Dexterity
Agile
Durable
Massive
(Energy) Shield
(Thick) Plating
Camouflaged
Cloaked
Stealth

apeloverage
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I don't think that, in modern

I don't think that, in modern land warfare, 'damage' means very much.

The idea was originally meant for ships, which can take several hits and keep operating.

In reality, I think generally the soldier/tank/building is either destroyed or it isn't.

X3M
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I design with health points

apeloverage wrote:
I don't think that, in modern land warfare, 'damage' means very much.

The idea was originally meant for ships, which can take several hits and keep operating.

In reality, I think generally the soldier/tank/building is either destroyed or it isn't.


That is not an issue here.

X3M
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Light/Medium/Heavy, got those in numbers too

X3M wrote:
The list (Help me expand it?)(Help me to get pairs?)
Dexterity
Agile
Durable
Massive
(Energy) Shield
(Thick) Plating
Camouflaged
Cloaked
Stealth

Multi-weaponry is also an option. Where a weapon consists of at least 2 different projectiles. This means at least 2 different dice.
With 1 die being normal. The other die can follow the attributes again, in terms of factor.

I have been looking into other games. And thought, I really need to make a big list. Each attribute on their own doesn't belong in a system. And the weapon logic mentioned, would only occur, once said attributes are added.

And I was thinking about a very old game, that I once designed for a text based game. Example:
Legged/Wheeled/Tracked/Hoover
Only naming propulsions that are relatively different. But in that game, they where based on addition on armor tier. Thus a number was added and used to calculate other statistics.

Propulsion attributes are also, only valuable to units.

Of course, I went looking for other attributes.

So, the addition to the list will be:
Legged (weak against mortar, strong against...)
Wheeled
Tracked
Hoover (weak against mortar, strong against...)
Wood (weak against (napalm) fire)

Snorka’s Board Games
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Some Pairs

Hard/soft
Soft would be better against projectiles(it absorbs the impact) but worse against energy weapons.

Heavy/Light
Heavy units are better against explosions (they aren’t launched as violently) but generally slower(maybe they could suffer some kind of movement penalty or are easier to hit).

Also, you don’t need Camouflaged, Cloaked, *and* Stealth. Dexterity and Agile are pretty much the same as well.

X3M
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Snorka’s Board Games

Snorka’s Board Games wrote:
Hard/soft
Soft would be better against projectiles(it absorbs the impact) but worse against energy weapons.

Would be the same as Heavy/Light, right?
I got those already. I said in the title, perhaps should have mentioned in the text itself.

Snorka’s Board Games wrote:

Also, you don’t need Camouflaged, Cloaked, *and* Stealth. Dexterity and Agile are pretty much the same as well.

Picking one, is the idea in your opinion.
Which I understand.

I was thinking the following:
- Stealth doesn't work, when firing (C&C). But is always visible to infantry.
- Cloaked always works (Starcraft). You need sci-fi detectors.
- Camouflaged doesn't bend light. So infra red detectors will point out these units.

But I think you are right, I should pick one. And keep it simple. But which one?
The Stealth can be fabricated from cloaked/camouflaged.
So, either cloaked or camouflaged would do.

Regarding Dexterity/Agility. I think I go with Agility.

X3M
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Joined: 10/28/2013
Going in circles

Seeing my other topic. Made me realize. I am going in circles again.

I also could add the attributes: Sub terrain, Submarine and Air.
It would be really weird, if those where going to follow their own rules.
Also, having a system of 2 or 3. With *0 or*2 factors is weird.
Adjusting the damage sounds much better.

X3M
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I think, I am done

I am using the attribute "hidden" for now. Which will support cloaked, camouflaged and stealth in general.

Perhaps someone who has a better understanding of English. Could tell me, what the best word would be for the "hidden" attribute.

Any other attribute, that could fit the yes/no principle is welcome to be considered. But I fair that the lack of responses means, that no one has an idea in that regard.

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