First of all, a few things:
1) *All* actors have 71 actor values (AV). Only 60 of them are in use, and 10 of them are blank.
2) More Resistances -can- be created using some of the blank AV's
Here's how the system would work:
1) -All- armor will have zero DR.
2) -All- weapons will have only one point of DAM.
3) -All- armor will have an enchantment that factors in various resistances (SR [soft], HR [hard], FR [fire], PR [plasma], ER [electric], LR [laser], XR [explosion] ). This will be visible underneath the item's description in the pipboy, where extra effects are listed.
4) All armors will list the two primary armor resists: SR and HR, and if applicable, list other armor resists
5) -All- weapons will deal damage via a weapon-based enchantment. Damage would be dealt instantly in most cases, and all weapons will list the two primary damage amounts: Soft & Hard, and like above, other types when applicable.
This system might lack the thresholds, but it -would- emulate the difference between shooting a dude with metal armor with a 10mm pistol in the chest, versus shooting a dude with metal armor with a .308 sniper round in the chest...
Opinions?
If you guys and gals are interested in this, I *WOULD* like helpers and assistants for this sub-project.
1) *All* actors have 71 actor values (AV). Only 60 of them are in use, and 10 of them are blank.
2) More Resistances -can- be created using some of the blank AV's
Here's how the system would work:
1) -All- armor will have zero DR.
2) -All- weapons will have only one point of DAM.
3) -All- armor will have an enchantment that factors in various resistances (SR [soft], HR [hard], FR [fire], PR [plasma], ER [electric], LR [laser], XR [explosion] ). This will be visible underneath the item's description in the pipboy, where extra effects are listed.
4) All armors will list the two primary armor resists: SR and HR, and if applicable, list other armor resists
5) -All- weapons will deal damage via a weapon-based enchantment. Damage would be dealt instantly in most cases, and all weapons will list the two primary damage amounts: Soft & Hard, and like above, other types when applicable.
This system might lack the thresholds, but it -would- emulate the difference between shooting a dude with metal armor with a 10mm pistol in the chest, versus shooting a dude with metal armor with a .308 sniper round in the chest...
Opinions?
If you guys and gals are interested in this, I *WOULD* like helpers and assistants for this sub-project.