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
This commit is contained in:
LemonNexus 2026-02-09 10:15:00 +00:00
parent dca96662b0
commit 5f01f2f763
2 changed files with 101 additions and 2 deletions

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@ -132,3 +132,101 @@ Base cost + enhancer_decay
5. **Double Sights:** Support weapon sight + scope sight combination 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. **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

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@ -73,8 +73,9 @@ User feedback:
- Kill tracking: 1 per loot event (estimated, not exact) - Kill tracking: 1 per loot event (estimated, not exact)
- Shrapnel handling: included in loot, not kill count - 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 - Agent swarm effective for parallel development but needs verification
- **Armor Plating:** 7 pieces, 1 plate per piece, plates take damage FIRST
## Technical Debt ## Technical Debt