Jak Nazryth
Mongoose
Base on my post in another thread, I decided to start a new thread, so as not to highjack.
Instead of ships armor reducing tonnage (volume) inside a ship (thus deck plan) I would like to propose the following alternative.
Armor increases the mass of a ship, but doesn’t reduce the internal volume.
For every 5% of armor applied to a ship under the canon rules, you simply reduce the piloting skill by 1 when attempting to dodge or any other defensive maneuvering.
So if you have enough armor to equal 15% under canon rules, your ship is at a -3 to piloting skills when trying to dodge. This effect simulates more mass the engines and powerplant have to overcome. Yes you are tougher to damage, but easier to hit.
All other factors including price, TL, and hull design (armor or no armor hull) apply. To simulate a “strengthened hull” for a ship that is to be armored, I would also suggest the same percentage in cost for the basic hull.
So if a hull is designed for 10% armor rating, (8 points TL12, 12 points TL14) then the hull would cost 10% more than a standard unarmored hull cost.
In this way, you can design a hull to have armor, but to save money, you can purchase a ship without it, but then add the armor later if the situation arises.
Anyway, this proposed alternate to the armor rules has not been though through or tested at all. I just came up with the idea.
Any comments? “That’s a great idea Jak” or “Your freaking idiot Jak!!” lol
Thanks.

Instead of ships armor reducing tonnage (volume) inside a ship (thus deck plan) I would like to propose the following alternative.
Armor increases the mass of a ship, but doesn’t reduce the internal volume.
For every 5% of armor applied to a ship under the canon rules, you simply reduce the piloting skill by 1 when attempting to dodge or any other defensive maneuvering.
So if you have enough armor to equal 15% under canon rules, your ship is at a -3 to piloting skills when trying to dodge. This effect simulates more mass the engines and powerplant have to overcome. Yes you are tougher to damage, but easier to hit.
All other factors including price, TL, and hull design (armor or no armor hull) apply. To simulate a “strengthened hull” for a ship that is to be armored, I would also suggest the same percentage in cost for the basic hull.
So if a hull is designed for 10% armor rating, (8 points TL12, 12 points TL14) then the hull would cost 10% more than a standard unarmored hull cost.
In this way, you can design a hull to have armor, but to save money, you can purchase a ship without it, but then add the armor later if the situation arises.
Anyway, this proposed alternate to the armor rules has not been though through or tested at all. I just came up with the idea.
Any comments? “That’s a great idea Jak” or “Your freaking idiot Jak!!” lol
Thanks.