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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Armor in BM 1.01

Submitted by richie on Tue, 2007-01-09 12:08. SE:V MODs

Level 5 Armor tech gives us level 5 armor, level 1 emissive armor + their small versions.
lv 5 armor = 100kT structure for 10kT space
lv 1 emissive = 100kT structure + 5 dmg point block for 10kT space. The only (small) difference is in resource costs... doesn't change the fact the choice of emissive is a nobrainer.

Now, if we compare small versions:
lv 5 sm armor = 14kT structure for 1kT space
lv 1 sm emissive = 5kT structure + 1 dmg point block for 2 kT space (and still more resources)
then we can see that here we have at least something to think about (although this time emissive looks very underrated and normal armor more attractive)

Any opinions?

‹ Feature Request for Balance Mod I need an host. ›
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Captain Kwok's picture
Mod Designer

Armor

Submitted by Captain Kwok on Tue, 2007-01-09 12:31.

The difference in resource costs is not all that meaningless. It's 75 minerals for regular Armor, and 150 minerals and 25 radioactives for Emissive Armor. That's more than twice the cost in total resources - and note that Emissive Armor abilities don't stack so you'd really only want to a couple of panels anyway.

I do think that Small Emissve Armor is probably too weak.

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Space Empires Depot | SE:V Balance Mod

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