| 1 | Armour is an attribute that absorbs/deflects attack damage. |
| 2 | |
| 3 | '''Example:''' |
| 4 | |
| 5 | {{{ |
| 6 | <Traits> |
| 7 | <Armour |
| 8 | value="3" |
| 9 | crush="0.5" |
| 10 | hack="0.5 |
| 11 | pierce="0.0" |
| 12 | /> |
| 13 | </Traits> |
| 14 | }}} |
| 15 | ---- |
| 16 | |
| 17 | = Value = |
| 18 | ''BRIEF DESCRIPTION ::'' Value of Armour. |
| 19 | |
| 20 | The value of armour an entity has is a total sum of the three armour types of '''crush''', '''hack''', and '''pierce'''. As an entity is attacked by an opposing entity, the armour absorbs (or deflects - however you would like to view it) the damage points of that attack action. |
| 21 | |
| 22 | ''Note: No matter how strong your armour is, or how weak your attacker's damage is - every time the entity is attacked they lose one hit point. So theoretically, you could destroy a structure with a horde of low level swordsmen (not the ideal choice for attack). It might take you 20 minutes to do it, but you could do it. Same goes for a battering ram vs. a hero; you can do it, but it would take a long time, and chances are that the hero would destroy your battering ram before you could take off 5 hitpoints.'' |
| 23 | |
| 24 | So lets break down a combat example: |
| 25 | |
| 26 | Unit A attacks Unit B. |
| 27 | |
| 28 | ''Unit A's attack:'' |
| 29 | * damage = 10 |
| 30 | * crush = 10% (*<damage> = 1.0) |
| 31 | * hack = 60% (*<damage> = 6.0) |
| 32 | * pierce = 30% (*<damage> = 3.0) |
| 33 | |
| 34 | ''Unit B's armour:'' |
| 35 | * value = 5 |
| 36 | * crush = 80% (*<value> = 4.0) |
| 37 | * hack = 10% (*<value> = 0.5) |
| 38 | * pierce = 10% (*<damage> = 0.5) |
| 39 | |
| 40 | When the attack occurs, here is how it is broken down: |
| 41 | |
| 42 | 1.0 (Unit A's calculated crush damage) - 4.0 (Unit B's calculated crush armour) |
| 43 | = 0.0 crush penetrates |
| 44 | |
| 45 | 6.0 (Unit A's calculated hack damage) - 0.5 (Unit B's calculated hack armour) |
| 46 | = 5.5 hack penetrates |
| 47 | |
| 48 | 3.0 (Unit A's calculated pierce damage) - 0.5 (Unit B's calculated pierce armour) |
| 49 | = 2.5 penetrates |
| 50 | |
| 51 | This totals to a total hit point loss of 8 hitpoints for Unit B. |
| 52 | |
| 53 | The percentage of crush, hack, and pierce cannot exceed 100% in sum. |
| 54 | |
| 55 | ''Armour values are low for Citizen Soldiers ... as they gain rank, their armour value increases. Heroes and Super Units usually have a high value in armour as they appear late in the game.'' |
| 56 | |
| 57 | = Crush = |
| 58 | ''BRIEF DESCRIPTION ::'' Percentage of Armour that is crush. |
| 59 | |
| 60 | Crush armour is a type of armour that is used to protect from crush attack. |
| 61 | |
| 62 | ''Nonmechanical units typically have a very high resistance to crush attack. Structures and Mechanical units usually have a very low value of crush armour. This is so that battering rams are not effective vs. infantry, and infantry are not effective vs. structures.'' |
| 63 | |
| 64 | = Hack = |
| 65 | ''BRIEF DESCRIPTION ::'' Percentage of Armour that is hack. |
| 66 | |
| 67 | Hack armour is protection from blunt/melee type attacks. |
| 68 | |
| 69 | ''Nonmechanical units are susceptible to this type of attack.'' |
| 70 | |
| 71 | = Pierce = |
| 72 | ''BRIEF DESCRIPTION ::'' Percentage of Armour that is pierce. |
| 73 | |
| 74 | Pierce armour is protection from pointed/ranged type attacks. |
| 75 | |
| 76 | ''Nonmechanical units are susceptible to this type of attack.'' |