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Converting clothing enhancements from "attitude"

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psycho835

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« on: <03-05-15/1834:00> »
"Attitude" has a number of ways to reinforce clothing/armored clothing on p.160. Problem is, 5E has done away with ballistic and impact armor. So, how much armor bonus should these give in your opinion? And how many modification slots should they take, if any?

Carbon-boron infusion    +1/+2(B/I)     +200Y
Kevlar threading              +2/+0(B/I)    +100Y
Delta-amyloid coating      +3/+1(B/I)    +400Y

Lucean

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« Reply #1 on: <03-06-15/0145:37> »
First of all, would you intend to allow them to stack with each other? Because that's what I've already seen. In addition I think it should also count as bonus armor like Gel Packs do.

The prices should be in relation to the piece of gear to be modified, like YNT and internal smart. Carbon-boron infusions and Kevlar threadings should be required to be installed on manufacturer level, increasing the base price of the gear by 50%. Delta-amyloid coating can be applied later (at least it sounds like that it comes on top and not "into") but would be +100% of the base price.

As for the values, I think Kevlar could be +1 and the other two +2.

Medicineman

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« Reply #2 on: <03-06-15/0202:35> »
Quote
First of all, would you intend to allow them to stack with each other? Because that's what I've already seen. In addition I think it should also count as bonus armor like Gel Packs do.
I'm quite sure that RAI is only ONE Add-on

Quote
Carbon-boron infusion    +1/+2(B/I)     +200Y
Kevlar threading              +2/+0(B/I)    +100Y
Delta-amyloid coating      +3/+1(B/I)    +400Y
Armor has been raised by 50 % from SR4A---> SR5
so Carbon would be +3 /  Kevlar +3 / and Delta +4 (or +5)
Prices have also raised so I would double them

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Lucean

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« Reply #3 on: <03-06-15/0317:42> »
SecureTech PPP stayed the same, most helmet are still +2, so not everything increased in value.

I recall armored clothing to already include kevlar threads and other materials. That's why they are called "armored". So the possible improvements shouldn't be too big.

psycho835

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« Reply #4 on: <03-06-15/0505:53> »
First of all, would you intend to allow them to stack with each other? Because that's what I've already seen. In addition I think it should also count as bonus armor like Gel Packs do.
No stacking with other mods (except for gel packs, but those are too obvious for discreet armor).

The prices should be in relation to the piece of gear to be modified, like YNT and internal smart. Carbon-boron infusions and Kevlar threadings should be required to be installed on manufacturer level, increasing the base price of the gear by 50%. Delta-amyloid coating can be applied later (at least it sounds like that it comes on top and not "into") but would be +100% of the base price.

As for the values, I think Kevlar could be +1 and the other two +2.
I really like that. But that still leaves the question of capacity. Think I should leave it at 0, like YNT and gel packs?
« Last Edit: <03-06-15/0510:48> by psycho835 »

Syntetesh

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« Reply #5 on: <03-06-15/0727:33> »
As for the values, I think Kevlar could be +1 and the other two +2.

You are virtually deleting the third option.

"Attitude" has a number of ways to reinforce clothing/armored clothing on p.160.

Like your are saying, it's for clothing and armored clothing but does the armored clothing categories still exist in SR5? I spent the last week reading Run & Gun and wrote that... Kill me...

During an Armanté meeting
Tailors : "Look we made those badass jackets"
Marketing : "They don't look so sturdy..."
Stock management : "Did you put all the reinforcement you can? Cause we still have those unicorn jackets you made 3 years ago"
Marketing : "Yes... we only managed to sell some by offering free armor hardening with them..."
Tailors : "We know that! You can't reinforce them more..."

What I mean is : Shadowrun is a dangerous world and most of the time people will get the most protection they can leaving no market share for low armored clothing
So are your sure you can still upgrade your clothing this way or weren't those mods deliberatly deleted during the armor mechanic rework?
« Last Edit: <03-06-15/0813:15> by Syntetesh »

Lucean

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« Reply #6 on: <03-06-15/0824:21> »
As for the values, I think Kevlar could be +1 and the other two +2.
You are virtually deleting the third option.
No, I'm not as one requires the purchase of a new armor and the other would be a possible modification for existing armor.
Kevlar: (2+0)/2=1 so +1
Carbon-boron: (1+2)/2=1,5 so rounded to +2
Delta-amyloid: (3+1)/2=2 so we get +2

Just wanting to have better armor doesn't magically also get you better armor. You'd already be able to upgrade Sleeping Tiger to equal a Full Body Armor. I don't see any need to allow it to get higher.

Syntetesh

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« Reply #7 on: <03-06-15/0904:27> »
No, I'm not as one requires the purchase of a new armor and the other would be a possible modification for existing armor.

I missed this part, sorry.

You'd already be able to upgrade Sleeping Tiger to equal a Full Body Armor. I don't see any need to allow it to get higher.

So like I said earlier, don't you think they didn't forget to convert those mod in Run & Gun but purposely  removed them?
« Last Edit: <03-06-15/0925:53> by Syntetesh »

psycho835

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« Reply #8 on: <03-06-15/1240:59> »
Not really. Compare "Arsenal" with "Run & Gun". That's A LOT of goodies.