From 5f01f2f763317b55919a01bdab5fde0b522b64a4 Mon Sep 17 00:00:00 2001 From: LemonNexus Date: Mon, 9 Feb 2026 10:15:00 +0000 Subject: [PATCH] docs: add armor plating mechanics - 7 slots, plates take damage first MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - Documented shield layer mechanics (Plate → Armor → Player) - 7 armor pieces, 1 plate per piece - Plates have lower decay than armor - Specialization strategy for damage types --- docs/ATTACHMENT_MECHANICS.md | 100 ++++++++++++++++++++++++++++++++++- memory/2026-02-09.md | 3 +- 2 files changed, 101 insertions(+), 2 deletions(-) diff --git a/docs/ATTACHMENT_MECHANICS.md b/docs/ATTACHMENT_MECHANICS.md index 6a4daa9..875c7d1 100644 --- a/docs/ATTACHMENT_MECHANICS.md +++ b/docs/ATTACHMENT_MECHANICS.md @@ -131,4 +131,102 @@ Base cost + enhancer_decay 4. **Enhancer:** Add decay + implement breakage chance mechanic 5. **Double Sights:** Support weapon sight + scope sight combination -**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame. \ No newline at end of file +**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame. + +--- + +# Armor Plating Mechanics + +**Source:** Domain expert knowledge from user (@ImpulsiveFPS) +**Date:** 2026-02-09 + +## How It Works (The "Shield" Layer) + +When a monster hits you, damage flows through layers in specific order: + +``` +Incoming Damage → PLATE → ARMOR → PLAYER HEALTH +``` + +### Example: +- **Armor:** Protects against 10 Impact damage +- **Plate:** Protects against 15 Impact damage +- **Monster hits:** 20 Impact damage + +**Result:** +- Plate absorbs 15 → Plate takes decay +- Armor absorbs remaining 5 → Armor takes decay +- Player takes **0 damage** + +--- + +## Why Use Plating? + +### 1. Specialization +Don't buy "Acid Armor" - just add **Acid Plates** to your current suit. + +### 2. Saving Money (Efficiency) +- Plates usually have **lower decay** cost than high-end armor +- Plates are **easier to repair** than armor +- Cheaper to let plate take damage than armor itself + +### 3. Boosting Weak Armor +Make "weak" starter armor viable for mid-level monsters by adding strong plating. + +--- + +## The Rules of Plating + +### Rule 1: One Plate Per Piece +- You have **7 armor pieces:** Head, Chest, Arms (2), Hands (2), Legs, Feet +- **Maximum:** 1 plate per piece = 7 plates total + +### Rule 2: Matching Types (CRITICAL) +- **You want all 7 plates to be the same type** +- If you only plate your chest, and monster hits your leg → **Plate does nothing!** +- Partial plating = wasted protection + +### Rule 3: Drag and Drop +- Drag plate onto armor piece in inventory to "slot" it +- Just like weapon attachments + +--- + +## Armor Piece Breakdown + +| Slot | Can Have Plate? | +|------|----------------| +| Head | Yes | +| Chest/Harness | Yes | +| Left Arm | Yes | +| Right Arm | Yes | +| Left Hand | Yes | +| Right Hand | Yes | +| Thighs/Legs | Yes | +| Feet | Yes | + +**Total:** 7 plate slots + +--- + +## Decay Mechanics + +### When Damage is Absorbed: +1. **Plate takes decay first** (primary layer) +2. **Armor takes decay second** (overflow only) +3. **Player health reduced** (if damage exceeds both) + +### Cost Optimization Strategy: +- **Cheap plates:** High protection, low decay +- **Use plates for:** Specific damage types (Acid, Cold, etc.) +- **Use armor for:** General protection + cosmetic looks + +--- + +## Implementation Notes for Lemontropia Suite + +1. **Plate Selection:** Show 7 plate slots (one per armor piece) +2. **Protection Stacking:** Plate protection + Armor protection = Total +3. **Decay Order:** Plate decays first, armor decays second +4. **Matching Warning:** Alert if player has mismatched plates +5. **Cost Calculation:** Track plate decay separately from armor decay \ No newline at end of file diff --git a/memory/2026-02-09.md b/memory/2026-02-09.md index 083f7d8..470ecc7 100644 --- a/memory/2026-02-09.md +++ b/memory/2026-02-09.md @@ -73,8 +73,9 @@ User feedback: - Kill tracking: 1 per loot event (estimated, not exact) - Shrapnel handling: included in loot, not kill count -- Cost tracking: weapon decay per shot + armor decay per hit +- Cost tracking: weapon decay per shot + armor decay per hit + plate decay per hit - Agent swarm effective for parallel development but needs verification +- **Armor Plating:** 7 pieces, 1 plate per piece, plates take damage FIRST ## Technical Debt