Topic: Demobs, LWFs and Armor Plates
Whats wrong: The bonus/penalty is static.
Why its wrong: Allows for armor plates to completely negate a demob. Weaker demobs get a larger % "buff" when against LWFs. (40% demob becomes 60% for a 50% increase while a 60% demob becomes 80% for a 33% increase)
What needs to happen: The bonus/penalty needs to be dynamic based on the strength of the demob. (Ex: Armor reduces demob strength by 25%, so a 50% demob becomes 37.5%)
Why its right: The effect will scale with the power of the demob as well as the power of the LWF or armor. It will also never be able to fully negate a demob, as each plate reduces the remaining demob power, not initial power.
Example: (with my suggested system)
Tackle: 2 50% demobilizers
Tank: 2 armor plates that reduce demobs by 25%. Movement speed is 50kph.
For each demob, the first armor plate reduces its effectiveness to 37.5%, and the second plate reduces the remaining amount to ~28%.
With the calculated demob strength, the first demob reduces the tank's speed to 36kph, and the second demob reduces it to ~26.
Regardless if you put 3/4 armor plates one it, you could never get the demob strength to 0. This is the most important part. These effects need to have a stacking penalty, and be dependent on the strength of the demob. The actual numbers are just for example, and I'm not suggesting the numbers I used. I just wanted to show how my suggestion would work in practice.
*If you need anything cleared up, please let me know. Its late, I'm tired, and I was determined for this to be my first post today. Thanks.*
-> You just lost The Game <-
"Perpetuum sounds like a something I would stick up my *** for enjoyement." -Kaito Kurusaki