Armour

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Armour are placeable tiles that protect modules from incoming damage.

Functionality

DISCLAIMER: The following section is based purely on speculation. As of writing this, we are awaiting confirmation from the developer if this is correct.


Armour has the following potential attributes:

  • Cost: How many $ each tile of armour costs.
  • HP: The amount of damage the armour can take before being destroyed and be unable to protect the module from damage. If the armour's HP is above 0, then the module will take 0 damage, assuming the damage dealt did not reduce the armour's HP to 0.
  • Weight: The additional weight added by each tile or armour, which affect service ceiling and speed.
  • Piercing Absorption: Reduces damage taken of Piercing attacks by a flat amount.
  • Blast Absorption: Reduces damage taken of Blast attacks by a flat amount.

Absorption

Armour, alongside simply adding additional health to modules, also grants flat reductions to damage taken.

Mathematically, letting the amount of damage taken before calculations be N and the amount of absorption be M, the damage the armour tile takes is equal to N - M. If this value is 0 or less (i.e. absorption is greater than damage taken), then the amount of damage the armour takes is randomly either 0 or 1[NEEDS CONFIRMATION].

Contrary to some public beliefs, absorption is not the amount of damage armour redirects away from the module; the absorbed damage 'ceases to exist,' and whatever damage is left over is dealt onto the armour.

Absorption is segregated into two categories: Piercing and Blast. Piercing absorption affects Pierce damage exclusively, and Blast absorption with Blast damage. It should be noted that Direct Damage sources — such as Acid Spitters or High-Temperature Jelly Flamethrowers — completely ignore armour, and by proxy armour absorption.

Armour Types

There are 11 regularly-equippable armour types (including 'None'), 2 module-specific armour types, 2 monster reward armour types, and 9 monster armour types.

Equippable

  • None ($0, 0 HP, 0 Weight, 0 BA, 0 PA)
  • Canvas Wall ($0, 8 HP, 0 Weight, 0 BA, 0 PA)
  • Wood Wall ($0, 24 HP, 1 Weight, 0 BA, 2 PA)
  • Wooden Armour ($2, 50 HP, 2 Weight, 2 BA, 4 PA)
  • Reinforced Wooden Armour ($6, 75 HP, 12 Weight, 6 BA, 12 PA)
  • Steel Wall ($2, 36HP, 2 Weight, 5 BA, 3 PA)
  • Steel Armour ($6, 50 HP, 10 Weight, 16 BA, 6 PA)
  • Heavy Steel Armour ($10, 90 HP, 20 Weight, 24 BA, 12 PA)
  • Brick Wall ($0, 40 HP, 45 Weight, 2 BA, 1 PA)
  • Stone Wall ($4, 80 HP, 100 Weight, 4 BA, 3 PA)
  • Massive Stone Wall ($6, 130 HP, 150 Weight, 6 BA, 4 PA)
  • Dragonhide ($16, 75 HP, 0 Weight, 15 BA, 5 PA)
  • Shell Armour ($6, 60 HP, 6 Weight, 4 BA, 4 PA, 35 Lift)

Module

  • Suspendium Dust Tank (12 HP, 3 BA, 3 PA)
  • Mast (20 HP, 1 BA, 4 PA)

Monster

  • Kraken Skin (24 HP, 0 BA, 4 PA)
  • Moon Disk (100 HP, 40 BA, 30 PA)
  • Beeswax (30 HP, 0 BA, 40 PA)
  • Clockwork Brass (60 HP, 30 BA, 5 PA)
  • Dragon Skin (90 HP, 15 BA, 5 PA)
  • White Dragon Skin (30 HP, 9 BA, 3 PA)
  • Black Dragon Skin (120 HP, 20 BA, 8 PA)
  • Grey Dragon Skin (80 HP, 10 BA, 4 PA)
  • Green Dragon SKin (90 HP, 35 BA, 5 PA)

It should be noted that all tiles of a monster are individually armoured, and have their own health pools. For instance, the Moon Disk, which comprises of 900 tiles, will have 900 individual armour tiles, all with 100 HP each, for a theoretical HP of 101,400 (adding in the base HP of the Moon Disk, 11,400), and that is ignoring damage absorption.

Trivia

  • The game uses the spelling 'Armour,' as opposed to the more common American-English spelling 'Armor.'