Equipment

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Equipment

Equipment is a category of items that are worn by the player as additional gear. Only one piece of equipment can be placed on a given slot of the player's body. These generally accessorize the character's appearance, though some may grant other effects, benefits or penalties. The main benefit these may give comes if the item can act as armour.

List of Equipment

There only exist a few items of equipment in the game at present.

  • Face Mask (3 lbs) - A flimsy face mask that really doesn't help much. Found among the starting equipment in the bunker during some game scenarios. Provides a protection bonus against the spray attack the skunk enemies use and the spore attack Mushroom Men use.
  • Muscle Shirt (3 lbs) - A black muscle shirt and some pants. Found during the 'Fashion Statement' event Outside by digging in the pile of ruined clothes.

Armour

Armour items provide an opportunity to block damage from blows, protecting against a portion of the damage the player will take. There are three armour types in the game: body armour, helmets and shields. Armour has two defensive values: AC (the amount of protection it can provide) and effectiveness (the likelihood it will be able to block a blow). If the block roll succeeds, the damage taken is reduced by a percentage based on the armour's AC value. Within the context of the game, armour does not stop all damage from attacks, only preventing some of it. Blows which would have been fully blocked are considered part of the normal hit/miss roll within the game.

Within the code of the game, first the player's shield will have an opportunity to deflect part of the blow's damage, rolling against its effectiveness to see if it can succeed. If successful, the damage is reduced by the appropriate amount. This generally something between 5 to 20%, with the typical values ranging from about 8-12%.

After the shield (if any), a section of the player's armour will be checked. In most cases, this will randomly be selected to either be the body (75%) or head (25%) armour. That armour then checks its effectiveness. If successful, it provides its full AC protection; otherwise, it may still provide partial protection. That value is then combined with a player's natural protection, which is considered a base AC of 10, but boosted higher by the Toughened feat, and a calculation is done to see what, if any damage, if blocked.

AC and Effectiveness

As stated above, the AC and effectiveness of armour dictates how much protection it can provide and how likely it is to be effective at doing so. A more comprehensive detailing of how armour functions, what these values mean and examples of their values can be found on the Board. A bare summary will be provided here to help you evaluate the effectiveness of the equipment listed below.

  • AC values range from about 10-50 (eventually growing to max 100). The represents the armour's actual stopping power when it blocks a strike on the player, evaluating its ability to protect the player from harm.
    • For armour and helmets: An AC of 10 can provide about 12% damage reduction, 25 gives about 20% (roughly equivalent to the Toughened feat) and 50 gives about 34% protection. This is contingent on the effectiveness roll succeeding.
    • For shields: The math for shields, being simpler, calculates directly at AC/5 = percentage of damage blocked on a successful effectiveness roll.
  • Effectiveness values can go from 0 to 80% max. This represents the degree of protection the armour provides and is generally a function of the coverage it gives. Smaller pieces of armour or that have gaps or weak points will have a lower effectiveness than armour that does not. For example, while the chain mail forming a chain mail bikini provides a greater AC than a leather jacket, the jacket will have a higher effectiveness because it covers more of the player's body. This means the bikini would block more damage when it's successful, while the leather jacket will successfully block more often.
    • For armour and helmets: If the effectiveness roll fails, partial protection may still occur, with a percentage of the AC value being carried over (up to the armour's effectiveness). This represents a partial deflection of the blow by the armour.
    • For shields, no partial effectiveness is obtained, as a successful effectiveness roll already represents a partial deflection.

List of Armour

There only exist a few items of armour in the game at present.

Headgear

  • Combat Helmet (4 lbs) - A basic army helmet. AC: 25, Eff: 60%. Potentially found during the 'Lost Gear' event Outside.
  • Red Cap (1 lb) - A red baseball cap with first letter of your given name on it. AC: 10, Eff: 40%. Potentially obtained during the 'The Cap' event in the Museum.

Body Armour

  • Silver Dress (1 lb) - A flowing, silver dress that strangely provides some sexy protection. AC: 10, Eff: 40%. Obtained after completing the 'Clotho' (RLD) and 'Atropis' (HRD) events.
  • Sailor Outfit (1 lb) - A sailor soldier outfit designed to make you a sex symbol to both men and women alike. AC: 10, Eff: 40%. Obtained from Outside 'Magical Girl' encounter.
  • Shoulder Pad (2 lbs) - A single, oversized shoulder pad. AC: 13, Eff: 13%. Obtained from the 'DbLD' scavenging event (any scavenging area).
  • Leopard Suit (5 lbs) - A shirt and pants combo made by Omio's bizarre alchemy. AC: 16, Eff: 70%. One of the rewards for helping the strange researcher, Omio.
  • Chainmail Vest (20 lbs) - A heavy chainmail vest that always seems to be a good fit thanks to nanite adjustment. AC: 40, EFF: 60. Obtained during 'Getting the Knife' event.
  • firefighter coat (5 lbs) - A thick yellow firefighting coat that looks as though it's not been used quite that often. AC: 12, EFF: 65. Obtained from Red Light dist 'Pertho' event.

Shields

NOTE: Recall that shield AC calculates differently from the other armour, working about to AC/5 for its percentage of damage blocked.

  • Garbage Can Lid (1 lb) - A smelly garbage can lid. AC: 28 (5.6%), Eff: 30%. Obtained from the 'Smelly garbage' event Outside.