OK, here's something I've been kicking around. While I've never really had an issue with the way Armor works, in the game, I know of a couple of people think it should work in a fashion similar to Invulnerability. So here's my idea. Every full five points of armor a character has, would function as 1 point of invulnerability. So a character with 25 points of Armor would have the equivalent of 5 points of Invulnerability (you'd need to do at least five points of damage, per turn, if you want to damage the armor), while a character with 24 points of Armor, would only have four points of armor, but, the armor would still be ablative. Every point of damage that penetrates the armor, would knock off 1 point of armor, thereby reducing its effectiveness, as it takes more damage.
Example: Tank's battle armor has an ADR or 90, which would provide him with the equivalent of 18 points of Invulnerability. During a battle with his arch-nemesis, Firepower, he's hit with a missile barrage, and sustains 24 points of damage. Since his armor is fully intact, he'd "ignore" the first 20 points of damage that turn. But, six points get through, dropping his ADR to 84. Since he doesn't have a full additional five points of Armor, he'd only have the equivalent of 16 points of Invulnerability the next turn.
Does this sound workable to you guys, or would it unbalance the game?
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