Hello, again.
Does anyone know if there has been any discussions about allowing non-penetrating damage to do damage to the Armour?
I mean, if I walk around in my "Front: 50-protected" Personal Armour, and get hit with what turns out to be a 49-damage shot... not only do I escape with no health-reduction, but my Armour is un-touched as well.
Logically, I'd assume if the Armour gets hit it would take some damage. This would have to work both ways, though. If I used a Shotgun against an armoured target, the pellets should "eat away" at the armour until it was damaged enough to allow the weaker weapons to actually do some health-damage.
I know that in the original game the armour got damaged with 10% of the "penetrating damage" (not total calculated damage). What I'd like to see is a change to damage armour with 5 % of final calculated damage (not penetrating damage), rounded down. But limited to 50% of the remaining armour's value, to avoid a total destruction of said armour.
This way, a Sub-Machine Gun (average damage: 20 AP) would damage armour by one (1) point, if it rolled average damage (and the target's armour didn't have any damage-reduction percentages against AP). My 12-man squad would be able to take down an armoured alien (although it would take a long time) by "peanut" weapons alone (would be a lot of fun). On the other hand, "lucky" Plasma Rifle shots in-my-face would damage my armour (even if it didn't damage my health).
Would this even be possible to code in FMP?
Please link to discussions (if you've had them before), as I just thought about this (and haven't come up with all the arguments for/against it, yet).
PS!
I think it is a good idea to link Motion Scanner/Proximity Grenade research, as you've decided to do (see post above). Supporting that idea!
Sincerely
Kjotleik