First off there are no "immunities", there is nothing that cannot destroy a target eventually. The following is a system designed to simulate somewhat realistic settings while preventing any one persona from being completely invulnerable to anything.
Health
Health, represented as red is a measure of basic life force or consciousness. All characters should have a base health (say 1000, but modable). There are no methods of reducing damage to health via mods, instead players can utilize shields and armor to prevent damage from being passed through to the health pool. Base health regenerates at a constant rate of 5% per minute while in combat, and 1% per second while out of combat (again this can be modded).
Thermal (fire/ice) damage impacts health at an increased ratio and is the only damage type to affect health differently. All other damage types are 1:1 ratio. However as thermal damage tends to be lower than piercing damage it is much less effective when blocked by armor and shields.
If anyone's health pool drops to 0 they are rendered unconscious. While unconscious a friendly unit can apply a stimulant into the downed allies bloodstream which will bring them back to consciousness. Failure to do so within a certain amount of time may potentially kill the unconscious person (player or Tsihu). If an enemy gets in range of an unconscious target they have the option to either kill them or if not in combat, capture them. Killing them removes them from the field and gives you a small sum of resources taken from their body/frame. Capturing can potentially generate a larger sum of resources or currencies if traded with the enemy faction. Note that an enemy can also capture you and ransom you back to your parent corporation, they will always pay the fee but will pass the cost on to you.
Armor
Armor, represented as yellow, is its own point pool based on a multiplier of the health pool. Armor is the first line of defense protecting your health and is the more difficult to burn through. Armor is represented as a resistance %age, the base being 25%. The armor "HP" pool is the percentage as a multiplier of health, the base being 25xHP (25,000). When mathematically determining damage, all incoming damage is split based on the resistance %age of your armor. So a player with 50% armor will have 50% of incoming damage applied to the armor pool, and 50% of the damage applied to the health pool. However, as the armor pool drops so too does the resistance. If using the base armor the pool were to drop to 25,000 points then your armor would only protect you 25k/50k*50% = 25%. Once the armor pool is gone it will no longer provide any protection of your health pool. Because of this even a player who starts out with a theoretical 100% armor (boss fights) can eventually be taken down as their armor becomes less effective over time.
Armor itself does not regenerate, however there are a few high end abilities, items and special drops from enemies (their own items) which uses nano technology to restore armor by a fixed percentage (or flat sum depending).
Concussive (explosive/sonic) damage reacts differently to armor by reducing the percentage of damage that armor blocks by a certain amount (for the sake of this post we will say 20%). That means if a target has 50% armor and they take 100 damage, instead of 50 damage being passed on to the health pool, 60 points of damage would instead (40% armor instead of 50%) while the remaining 40 would go to armor. Because the armor pool is taking less than normal damage it will be reduced at a slower rate. Because concussive damage will typically be lower than other types they will be weak against shields so you will want to use concussive weapons/abilities when a targets shields are low.
Nanite (or Nanobot or simply Nano) damage like Thermal to HP does extra damage to an armors health pool, causing it to be reduced in effectiveness at a higher rate than normal. It does not however effect shields or health at a different rate and so again with less damage than piercing is somewhat of a nitch damage type. Nano damage is only found in some abilities and not as a weapon damage type by players (but possibly Tsihu weapons?).
Shields
Shields, represented traditionally as cyan are a second layer of protection which prevents someone from damaging their targets health pool. Unlike armor, the shield is not based on a resistance, rather the total shields pool determines the percentage of damage passed through. All targets should have a modable base shield strength (say 1000 points). The amount of damage absorbed by the shield is a direct ratio of shield strength to max shield strength. Thus a full shield will always block 100% of the first incoming damage. As such it is impossible to kill a target in a single shot. But shields do not have the pool size of armor and as such are much easier to take down. at 500/1000 points a shield only protects against 50% damage and so on. Unlike armor however shields do regenerate, at an unmodded rate of 1% per second. Shields are reasonably easy to restore unlike armor and the ablities and items that do so will be more common and do a higher %age repair.
Photon damage (lasers) reacts to shields similarly as concussive damage does to armor. As such even a shield at 100% strength will still pass on some photon damage to armor and health. However also like concussive, electrical damage will always be lower than standard piercing (bullets, blades) damage so if a target has both shields and armor it will pass through more damage but overall will not be as effective.
Electrical damage is similar to Nanite damage for armor. Tasers, shock rounds or electrical discharges do bonus damage versus shields.
Damage Types Summary
Piercing (Bullets, Blades): Standard damage, no bonuses or weaknesses
Thermal (Fire/Ice): Reduced base damage, bonus vs HP
Thermal (Plasma): Bonus damage vs everything, but with extreme range and ammo tradeoffs (see my mods thread)
Concussive (Explosive/Sonic/Impact): Reduced base damage, armor bypass
Nano: Reduced base damage, bonus vs Armor
Shock (Electrical): Reduced base damage, bonus vs Shields
Photon (Laser): Reduced base damage, shield bypass
Note that falling damage is considered high impact or concussive damage, such damage can also be incurred by running/flying into terrain objects at high speeds. As this is not a weapon damage there is no "reduced base damage" and as such can seriously hurt a targets health pools. This can be potentially used to great effect by knocking targets off of ledges or using a shock wave to slam a target into a rock or other object for additional armor bypassing damage. Very large units like THMPR's or some super animals and Tsihu are immune to such things however due to their tremendous mass.
Taking Down Targets
Because of the multiple layers of effective damage reduction possible, it can be potentially difficult to take down a target while solo. Animal type mobs will often have armor, but not shields. This makes them particularly susceptible to concussive, nano, or fire type damages. Low ranking Tsihu may have armor or shields so special damage types will also work well on them. But any target with both armor and shields is actually not particularly weak against either damage type as they have dual defenses. Many high ranking Tsihu and all reapers will sport both defense types in varying amounts. The best solution to taking down these targets is to either have a wide variety of damage types at your disposal, or to have multiple players each focusing on one or two damage types to take down their defenses faster.
Please note that all numbers are arbitrary and used for ease of explanations, devs can use whatever numbers will best retain balance.
Health
Health, represented as red is a measure of basic life force or consciousness. All characters should have a base health (say 1000, but modable). There are no methods of reducing damage to health via mods, instead players can utilize shields and armor to prevent damage from being passed through to the health pool. Base health regenerates at a constant rate of 5% per minute while in combat, and 1% per second while out of combat (again this can be modded).
Thermal (fire/ice) damage impacts health at an increased ratio and is the only damage type to affect health differently. All other damage types are 1:1 ratio. However as thermal damage tends to be lower than piercing damage it is much less effective when blocked by armor and shields.
If anyone's health pool drops to 0 they are rendered unconscious. While unconscious a friendly unit can apply a stimulant into the downed allies bloodstream which will bring them back to consciousness. Failure to do so within a certain amount of time may potentially kill the unconscious person (player or Tsihu). If an enemy gets in range of an unconscious target they have the option to either kill them or if not in combat, capture them. Killing them removes them from the field and gives you a small sum of resources taken from their body/frame. Capturing can potentially generate a larger sum of resources or currencies if traded with the enemy faction. Note that an enemy can also capture you and ransom you back to your parent corporation, they will always pay the fee but will pass the cost on to you.
Armor
Armor, represented as yellow, is its own point pool based on a multiplier of the health pool. Armor is the first line of defense protecting your health and is the more difficult to burn through. Armor is represented as a resistance %age, the base being 25%. The armor "HP" pool is the percentage as a multiplier of health, the base being 25xHP (25,000). When mathematically determining damage, all incoming damage is split based on the resistance %age of your armor. So a player with 50% armor will have 50% of incoming damage applied to the armor pool, and 50% of the damage applied to the health pool. However, as the armor pool drops so too does the resistance. If using the base armor the pool were to drop to 25,000 points then your armor would only protect you 25k/50k*50% = 25%. Once the armor pool is gone it will no longer provide any protection of your health pool. Because of this even a player who starts out with a theoretical 100% armor (boss fights) can eventually be taken down as their armor becomes less effective over time.
Armor itself does not regenerate, however there are a few high end abilities, items and special drops from enemies (their own items) which uses nano technology to restore armor by a fixed percentage (or flat sum depending).
Concussive (explosive/sonic) damage reacts differently to armor by reducing the percentage of damage that armor blocks by a certain amount (for the sake of this post we will say 20%). That means if a target has 50% armor and they take 100 damage, instead of 50 damage being passed on to the health pool, 60 points of damage would instead (40% armor instead of 50%) while the remaining 40 would go to armor. Because the armor pool is taking less than normal damage it will be reduced at a slower rate. Because concussive damage will typically be lower than other types they will be weak against shields so you will want to use concussive weapons/abilities when a targets shields are low.
Nanite (or Nanobot or simply Nano) damage like Thermal to HP does extra damage to an armors health pool, causing it to be reduced in effectiveness at a higher rate than normal. It does not however effect shields or health at a different rate and so again with less damage than piercing is somewhat of a nitch damage type. Nano damage is only found in some abilities and not as a weapon damage type by players (but possibly Tsihu weapons?).
Shields
Shields, represented traditionally as cyan are a second layer of protection which prevents someone from damaging their targets health pool. Unlike armor, the shield is not based on a resistance, rather the total shields pool determines the percentage of damage passed through. All targets should have a modable base shield strength (say 1000 points). The amount of damage absorbed by the shield is a direct ratio of shield strength to max shield strength. Thus a full shield will always block 100% of the first incoming damage. As such it is impossible to kill a target in a single shot. But shields do not have the pool size of armor and as such are much easier to take down. at 500/1000 points a shield only protects against 50% damage and so on. Unlike armor however shields do regenerate, at an unmodded rate of 1% per second. Shields are reasonably easy to restore unlike armor and the ablities and items that do so will be more common and do a higher %age repair.
Photon damage (lasers) reacts to shields similarly as concussive damage does to armor. As such even a shield at 100% strength will still pass on some photon damage to armor and health. However also like concussive, electrical damage will always be lower than standard piercing (bullets, blades) damage so if a target has both shields and armor it will pass through more damage but overall will not be as effective.
Electrical damage is similar to Nanite damage for armor. Tasers, shock rounds or electrical discharges do bonus damage versus shields.
Damage Types Summary
Piercing (Bullets, Blades): Standard damage, no bonuses or weaknesses
Thermal (Fire/Ice): Reduced base damage, bonus vs HP
Thermal (Plasma): Bonus damage vs everything, but with extreme range and ammo tradeoffs (see my mods thread)
Concussive (Explosive/Sonic/Impact): Reduced base damage, armor bypass
Nano: Reduced base damage, bonus vs Armor
Shock (Electrical): Reduced base damage, bonus vs Shields
Photon (Laser): Reduced base damage, shield bypass
Note that falling damage is considered high impact or concussive damage, such damage can also be incurred by running/flying into terrain objects at high speeds. As this is not a weapon damage there is no "reduced base damage" and as such can seriously hurt a targets health pools. This can be potentially used to great effect by knocking targets off of ledges or using a shock wave to slam a target into a rock or other object for additional armor bypassing damage. Very large units like THMPR's or some super animals and Tsihu are immune to such things however due to their tremendous mass.
Taking Down Targets
Because of the multiple layers of effective damage reduction possible, it can be potentially difficult to take down a target while solo. Animal type mobs will often have armor, but not shields. This makes them particularly susceptible to concussive, nano, or fire type damages. Low ranking Tsihu may have armor or shields so special damage types will also work well on them. But any target with both armor and shields is actually not particularly weak against either damage type as they have dual defenses. Many high ranking Tsihu and all reapers will sport both defense types in varying amounts. The best solution to taking down these targets is to either have a wide variety of damage types at your disposal, or to have multiple players each focusing on one or two damage types to take down their defenses faster.
Please note that all numbers are arbitrary and used for ease of explanations, devs can use whatever numbers will best retain balance.
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