BardicHeart
SOC-12
I agree, that's too generous for hits and one of the things I considered. I also wanted to come up with a solution that, at least to some degree, "fit" within the vehicle table. DGP's solution is, in my opinion, too far to one extreme but I think Aramis went too far the other way, I'm hoping to work out a compromise somewhere in the middle if we can find one. I'm still tinkering with it. What I'd like to see is something that kind of fits the existing table without making robots so fragile they have no durability.
What I was thinking was sort of along these lines.
Although I see the logic Aramis used in calculating (volume x 10) / H = hits, where H is either 15 for inop or 6 for destroyed. I was thinking instead do it this way... (volume / H) x 10 = hits which generally gives us at least a 10/10 value. Then, use 200 liters or smaller for "robots" which would end up with hits of up to 4/10 max (at 200 liters) down to 0/1 at 5 liters. Not a perfect fit but its a start. Above 200 liters we do the regular vehicle thing with a default value of 10/10 until the volume goes high enough to raise it normally. Bit crude but its where I was starting at working this out. The more I look at it, the more I'm thinking the only solution may be to just work out an adjusted chart with pre-calculated hit values that creates a reasonable "point spread" between 5 liters and however high up we need to go. Or I may just scream a lot... sometimes it helps... sorta...
o:
Plus as I was suggesting to Onjo in an email, we probably need to do some comparative examples of how "big" various volumes are. For example, an "average" human male would be about 70-75 liters. But as Onjo alread pointed out, a 500 liter cube is about 80cm on a side... doesn't seem that big until you start adding legs and stuff. I think it would be useful to help people designing robots to understand "how big is my robot"... literally.
Might have to work on some illustrations.
Anyway... I'm going to bed early... it was one of those Mondays. Back tomorrow.
What I was thinking was sort of along these lines.
Although I see the logic Aramis used in calculating (volume x 10) / H = hits, where H is either 15 for inop or 6 for destroyed. I was thinking instead do it this way... (volume / H) x 10 = hits which generally gives us at least a 10/10 value. Then, use 200 liters or smaller for "robots" which would end up with hits of up to 4/10 max (at 200 liters) down to 0/1 at 5 liters. Not a perfect fit but its a start. Above 200 liters we do the regular vehicle thing with a default value of 10/10 until the volume goes high enough to raise it normally. Bit crude but its where I was starting at working this out. The more I look at it, the more I'm thinking the only solution may be to just work out an adjusted chart with pre-calculated hit values that creates a reasonable "point spread" between 5 liters and however high up we need to go. Or I may just scream a lot... sometimes it helps... sorta...

Plus as I was suggesting to Onjo in an email, we probably need to do some comparative examples of how "big" various volumes are. For example, an "average" human male would be about 70-75 liters. But as Onjo alread pointed out, a 500 liter cube is about 80cm on a side... doesn't seem that big until you start adding legs and stuff. I think it would be useful to help people designing robots to understand "how big is my robot"... literally.
Might have to work on some illustrations.
Anyway... I'm going to bed early... it was one of those Mondays. Back tomorrow.