docs: add armor plating mechanics - 7 slots, plates take damage first
- 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
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@ -132,3 +132,101 @@ Base cost + enhancer_decay
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5. **Double Sights:** Support weapon sight + scope sight combination
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5. **Double Sights:** Support weapon sight + scope sight combination
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**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame.
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**Key Insight:** Amps increase DPS but cost more per shot. Scopes/Absorbers are situational. Enhancers are high-risk endgame.
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---
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# Armor Plating Mechanics
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**Source:** Domain expert knowledge from user (@ImpulsiveFPS)
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**Date:** 2026-02-09
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## How It Works (The "Shield" Layer)
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When a monster hits you, damage flows through layers in specific order:
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```
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Incoming Damage → PLATE → ARMOR → PLAYER HEALTH
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```
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### Example:
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- **Armor:** Protects against 10 Impact damage
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- **Plate:** Protects against 15 Impact damage
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- **Monster hits:** 20 Impact damage
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**Result:**
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- Plate absorbs 15 → Plate takes decay
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- Armor absorbs remaining 5 → Armor takes decay
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- Player takes **0 damage**
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---
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## Why Use Plating?
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### 1. Specialization
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Don't buy "Acid Armor" - just add **Acid Plates** to your current suit.
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### 2. Saving Money (Efficiency)
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- Plates usually have **lower decay** cost than high-end armor
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- Plates are **easier to repair** than armor
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- Cheaper to let plate take damage than armor itself
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### 3. Boosting Weak Armor
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Make "weak" starter armor viable for mid-level monsters by adding strong plating.
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---
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## The Rules of Plating
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### Rule 1: One Plate Per Piece
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- You have **7 armor pieces:** Head, Chest, Arms (2), Hands (2), Legs, Feet
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- **Maximum:** 1 plate per piece = 7 plates total
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### Rule 2: Matching Types (CRITICAL)
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- **You want all 7 plates to be the same type**
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- If you only plate your chest, and monster hits your leg → **Plate does nothing!**
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- Partial plating = wasted protection
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### Rule 3: Drag and Drop
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- Drag plate onto armor piece in inventory to "slot" it
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- Just like weapon attachments
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---
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## Armor Piece Breakdown
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| Slot | Can Have Plate? |
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|------|----------------|
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| Head | Yes |
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| Chest/Harness | Yes |
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| Left Arm | Yes |
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| Right Arm | Yes |
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| Left Hand | Yes |
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| Right Hand | Yes |
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| Thighs/Legs | Yes |
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| Feet | Yes |
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**Total:** 7 plate slots
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---
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## Decay Mechanics
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### When Damage is Absorbed:
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1. **Plate takes decay first** (primary layer)
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2. **Armor takes decay second** (overflow only)
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3. **Player health reduced** (if damage exceeds both)
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### Cost Optimization Strategy:
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- **Cheap plates:** High protection, low decay
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- **Use plates for:** Specific damage types (Acid, Cold, etc.)
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- **Use armor for:** General protection + cosmetic looks
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---
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## Implementation Notes for Lemontropia Suite
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1. **Plate Selection:** Show 7 plate slots (one per armor piece)
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2. **Protection Stacking:** Plate protection + Armor protection = Total
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3. **Decay Order:** Plate decays first, armor decays second
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4. **Matching Warning:** Alert if player has mismatched plates
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5. **Cost Calculation:** Track plate decay separately from armor decay
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@ -73,8 +73,9 @@ User feedback:
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- Kill tracking: 1 per loot event (estimated, not exact)
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- Kill tracking: 1 per loot event (estimated, not exact)
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- Shrapnel handling: included in loot, not kill count
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- Shrapnel handling: included in loot, not kill count
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- Cost tracking: weapon decay per shot + armor decay per hit
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- Cost tracking: weapon decay per shot + armor decay per hit + plate decay per hit
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- Agent swarm effective for parallel development but needs verification
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- Agent swarm effective for parallel development but needs verification
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- **Armor Plating:** 7 pieces, 1 plate per piece, plates take damage FIRST
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## Technical Debt
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## Technical Debt
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