azoundria wrote:Okay wow this is confusing.
Yes, I'm afraid I agree with you lol. Once the basics are understood it's not too confusing though.
The basic idea is that it is modular and so can be customized to how you wish to play/use them. Their defense is either
passive shields which absorb damage: mk 1 size: 2x2 , power: 20J or 20Watts/second for 50 shielding, mk2 shields are 2x2 (same as mk1) but use 30W/s for 150 shielding
or active and deals damage to nearby enemies: personal laser defense (2x3, 300W/second) and Discharge defense (3x3, 4000W/5 seconds, area damage. I actually don't know how to use this one).
The power for these are provided from solar panels (1x1, 10Watts) or, when affordable, the fusion generator (4x4, 750Watts), each component has a small buffer but batteries can improve this (1k for mk1, 5k for mk2).
There is also a night vision item (10W) and an exoskeleton (30% increase in movement for 200W)
There are 3 modular armor suits
1) Basic modular armor - inventory size of 5x5, durability 10000 (damage it can take when defenses fail)
2) Power armor - inv 7x7, dura 15000
3) Power armor MK2 - inv 10x10, dura 20000
They have a few differences in respect to the resistances to damage (durability resistance really), but the point is to have shields which absorb that damage (which do not seem to care about what the damage type was, only how much).
I rather like them, but they do need to be more intuitive (hover text, etc.) I have only 2 other complaints
1) There should be some way to charge the batteries in a steam engine/accumulator
2) is that the shields don't completely block poison/acid damage (whatever the worms spit), since that damage should only be applied when they touch organic/solid matter and the shields (since they use energy) can only be some form of force field (so it should hit the shield and just slide down to the ground harmlessly)
Also, not sure why the personal laser defense is red (but I assume because it is an active defense)
Anyways, hope that helps
