mj12games wrote:Why directly opposite?
I was sticking with the Armor (as opposed to Shields) concept (with a touch of Car Wars I guess). Basically if you treat Shields like physical Armor, then as you blast someone from one side, it's going to come out the opposite side; ergo if you're attacking someone from the port side, you're going to end up blasting out the starboard side, and effectively destroying that armor before you'd start really damaging the fore/aft armor belts.
I'm also trying to remember that damage in Starmada is resolved simultaneously, played far too many games were damage is resolved (more) instantaneously.
TeknoMerk wrote:Thank you for starting the B5 thread for Unity. ... Therefore I created the Penetrating weapon trait (Pn1, Pn2) that has the same effects of Piercing, but does the extra damage to Screens/Armor.
Well, someone had to, so why not me.

As for Penetrating, I was thinking something more along the lines of an effect that bypasses Screens. ie: in B5 Wars "Matter" weapons (Railguns) ignore armor completely, while "Plasma" weapons reduce the effectiveness of armor. Ideas for traits I could see (B5 setting specific) would be AD (armor defeating) which allows a weapon to ignore Screens (ala Modulating, and potentially devastating on weapons with IMP >1) and AP (armor penetrating) which would, say, do one DMG point to Screens and the rest bypasses (obviously only effective on weapons with a DMG >1).
How would you handle Pulse weapons? I've toyed with several ways (from cheapest to most expensive): Rpt Trait, the new Multi-Weapon mount (which in effect replicates the old Increased Hits Trait to a certain extent), IMP 3, and ROF 3.