04-03-2010, 06:01 PM | #11 | |
Join Date: Aug 2007
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Re: Weird Science Personal Shields; ideas and consequences
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The modern armor I was comparing it to was the advanced body armor at 35/5 for 17 lbs. That would completely stop 3 rounds semi-auto from an AK. Your shield would stop (17.5+17.5 +15), let 2,5 pts through and do that 5 pts of toxic. I'd be at 1/2 speed because of lost HP and very close to unconsciousness. That's what I was calling conventional firearms threats at short-range. Your shield would offer better head/face protection but few npcs of average Skill levels will aim for those areas. A single large explosion like Ze's IED is one of the few threats I would consider it a good choice for. With ablative armor you want it to stop single big attacks. It's much less good at many small attacks. If we're talking UT things are clearer. 50pts doesn't go as far and while this is lighter than a Combat Hardsuit and slightly better against that one big attack an actual battlesuit (TL9 Powered combat armor) gives DR 50 (no ablative at all) even on the limbs and faceplate with no toxic and pretty much no encumbrance. I also think you're underselling that toxic HP damage. Somebody who's taken 1/2 his HP in damage like that probably needs to consider retreat or evacuation rather than trying to see the fight through if he has the option. That's in a military context of course. This might have a niche for a bomb squad or something like that. Setting the weight at BL is also a little high for normal carry in a non-military situations. The TL12 Conformal Force Fields in UT are only 2.5 lbs for (semi-ablative)DR 60. 20 lbs (or whatever your BL is) is about half of a light backpack (or about my normal load of gaming books and stuff). Also and this may just be my personal gaming preferences as a player, I wouldn't like keeping the varied effects that have been discussed straight and wouldn't do it for my character unless there was more and better (unmixed) benefits. I'd see 50pts mostly Ablative (and with side-effect damage) at an automatic cost of -1 to Move and Dodge and just prefer to simplify my life.
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Fred Brackin |
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04-03-2010, 06:02 PM | #12 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Weird Science Personal Shields; ideas and consequences
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EDIT: To be clearer, I like it because I'm looking at it from the POV of real world options with this one weird-science tech gadget being available, while Fred seems to dislike it from the POV of a gamer with the UT book open in front of him. Last edited by Ze'Manel Cunha; 04-03-2010 at 06:14 PM. |
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04-03-2010, 09:04 PM | #13 |
Join Date: Feb 2009
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Re: Weird Science Personal Shields; ideas and consequences
I always considered one of the major advantages of strong characters being the ability to wear armor without being encumbered
By this armor model, will always be encumbered even if you have 50 ST |
04-03-2010, 09:05 PM | #14 | ||||
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Re: Weird Science Personal Shields; ideas and consequences
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Now, one big change that I'd make is don't personalize the shields - don't build shields for specific people. The way your rules are setup, someone would have to guess that the shield unit needs to be some multiple of the combination of the user's strength and mass in order to be effective. That works out to the characters in the setting having meta-game knowledge - probably not what you were aiming for. Instead, say that the shields are built in a couple of different sizes and strengths, and people should take the biggest one that feels comfortable because the ratio of shield size to user's bio-mass is related to shield efficiency. Say that the shield units are made in specific sizes (like 10 lbs, 15 lbs, 20 lbs) and people grab the biggest one they can stand. Then you, the GM, calculate how much defense it gives them based on their ST/HP.
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Demi Benson |
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04-04-2010, 05:03 AM | #15 |
Join Date: Mar 2005
Location: near Houston
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Re: Weird Science Personal Shields; ideas and consequences
I have a vaguely similar device in my WWII campaign, although the PCs may have the only working model. It consists of a thick leather belt, a motorcycle battery and a "black box" with a switch and indicator lights.
Quite simply, it uses the wearer's Kirlian energy to create an ablative force field; for every eight points of damage it stops, the user loses one point of fatigue. The shield only recharges when the wearer regains fatigue. It does not have to be calibrated for it's wearer. It does not stop very slow attacks.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
04-04-2010, 08:30 AM | #16 | |
Join Date: Aug 2007
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Re: Weird Science Personal Shields; ideas and consequences
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One of those not a bargain things is that you'll probably need to keep all your current gear and stack this on top. A unit for Ze would probably weigh more than 20 lbs too. I'd think at least 29. But yeah, I am looking at it from the viewpoint of how things work in Gurps. This is a gaming board and this thing is a proposed addition to that game.
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Fred Brackin |
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04-04-2010, 08:33 AM | #17 | |
Join Date: Aug 2007
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Re: Weird Science Personal Shields; ideas and consequences
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Fred Brackin |
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04-04-2010, 08:34 AM | #18 |
Join Date: Jan 2006
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Re: Weird Science Personal Shields; ideas and consequences
If these things are cheap enough to equip infantry with, they will significantly change the power balance of battle. A lot of the big killers in TL4+ warfare are support weapons. Shrapnel, arty, bombs, suppressive fire, etc. These things make indirect killing harder.
Support weapons will become big enough to reliably punch through whatever shield is common for infantry. So HMGs but not light MGs, less but bigger arty, grenades not very attractive, ect. Individual marksmanship will matter much more. Snipers will use big guns like the early WWII AT rifles. Depending on cost and effectiveness, these may replace seat belts and similar civilian safety devices. Sporting applications may develop. ("Paintball" with .22s?) People involved in more personalized violence won't love these very much, as they won't get nearly as much out of them. |
04-04-2010, 08:45 AM | #19 |
Join Date: Nov 2009
Location: Oregon
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Re: Weird Science Personal Shields; ideas and consequences
Why make it Ablative versus muscle-powered melee weapons? If unarmed attacks ignore DR (don't interact with the shield), powered weapons take full DR (interact normally) and explosive are resisted with a multiple of DR (interact strongly) then it would make sense to resist muscle-powered weapons with 1/2 DR (interact weakly). I'd then make the shield semi-ablative versus all the attacks - sure it'll stop a grenade blast, but it'll burn it out much faster than getting stabbed or shot.
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04-04-2010, 09:23 AM | #20 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Weird Science Personal Shields; ideas and consequences
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Maybe indeed get rid of too many intermediate interactions, leaving only three:
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Tags |
divergent technology, force shields, shields, technology |
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