Difference between revisions of "Armour"

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{{Under construction}}
{{Under construction}}
== 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 <code>N</code> and the amount of absorption be <code>M</code>, the damage the armour tile takes is equal to <code>N - M</code>. If this value is 0 or below (i.e. absorption is greater than damage taken), then the amount of damage the armour takes is randomly either 0 or 1<sup>[NEEDS CONFIRMATION]</sup>.
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.

Revision as of 06:38, 11 September 2022

Armour are placeable tiles that protect modules from incoming damage.

Underconstruction.png This page is under construction. Please help review and edit this page.

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 below (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.