Armor: Difference between revisions
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All ships in nebulous are covered with a layer of armor. In order to damage | All ships in nebulous are covered with a layer of armor. In order to damage [[mechanics:component-damage |components]], the attack must first penetrate armor. | ||
Armor in neb can be degraded in specific areas by attacks, both penetrating and nonpenetrating. In specific terms: Armor health is stored as a texture mask layered across that takes localized damage only where it is hit. | Armor in neb can be degraded in specific areas by attacks, both penetrating and nonpenetrating. In specific terms: Armor health is stored as a texture mask layered across that takes localized damage only where it is hit. | ||
Armor is layered across the hull equally, protecting turrets, radar panels, and thrusters to the same degree as everything else. | Armor is layered across the hull equally, protecting turrets, radar panels, and thrusters to the same degree as everything else. | ||
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<math>\text{EA} = \min\left(\frac{\text{NA}}{\cos\theta}\, ,\, 2.5\times\text{NA}\right)</math> | <math>\text{EA} = \min\left(\frac{\text{NA}}{\cos\theta}\, ,\, 2.5\times\text{NA}\right)</math> | ||
<div style="align: left; width: 50%;"> | <div style="align: left; width: 50%;"> | ||
: where | : where <math>\theta</math> is the angle from the normal to the incoming projectile. | ||
</div> | </div> |
Revision as of 14:55, 1 June 2024
All ships in nebulous are covered with a layer of armor. In order to damage components, the attack must first penetrate armor.
Armor in neb can be degraded in specific areas by attacks, both penetrating and nonpenetrating. In specific terms: Armor health is stored as a texture mask layered across that takes localized damage only where it is hit.
Armor is layered across the hull equally, protecting turrets, radar panels, and thrusters to the same degree as everything else.
Mechanics
Armor Damage
Terminology
- Nominal armor (NA)
- NA is the actual thickness of the armor as listed in the hull description.
- Effective armor (EA)
- EA is based on the angle of the armor relative to the incoming projectile, increased from NA due to the projectile having to travel through more armor. This is capped at [math]\displaystyle{ 2.5\times }[/math] nominal armor. Some weapons ignore armor angling, so for these EA simply equals NA.
[math]\displaystyle{ \text{EA} = \min\left(\frac{\text{NA}}{\cos\theta}\, ,\, 2.5\times\text{NA}\right) }[/math]
- where [math]\displaystyle{ \theta }[/math] is the angle from the normal to the incoming projectile.