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Which would make better personal armor: Plastic or titanium/steel?

Started by Sacred.Stone, May 21, 2007, 10:59:16 PM

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Tangential

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beejazz

Quote from: Sacred.Stone"Synthetic substances don't necessarily have to rely on petroleum in a fictional world."

Yes I know but what else could they rely on?
They're what? Complex carbon chains? You can get that out of just about anything. I guess it could be sugar-based. People could maybe even take it from the fatty tissues of animals (WHALING) but that might be a little far-fetched. Sky's the limit. Especially if the tech level only goes down for the general populace... "ancient artifacts" could include nanotechnology specialized to fabricate synthetic substances.

Chemistry is one of those overlooked fields in science fiction, though. It's good to see someone taking an interest. Maybe you could look up stuff on wikipedia? It's how I figured out plasma weapons, based on a prototype in development by Taser. I'm sure you could find something similar (info on prototypes, that is) there.
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What?
England.
Just a conspiracy of cartographers, then?

the_taken

Another thing you might want to consider. The type of armor your are thinking about is the archaic inactive armor. It's solid, and either blocks or deflects attacks, up to a certain level, and theoretically unlimited amounts of even weaker attacks.

But modern tanks have an awesome armor system now. A reactive armor system. Those blocks you see on the side of modern tanks are not plates of metal. They're explosives!
See modern weapons are literally just super bullets. It's not the explosive that actually does damage, but the super heated metal at the front that gets blasted into the tank. It literally cuts thru the metal armor like it's nothing. So they cover their tanks in bombs to created a force that negates the one that propels the metal into the tank. It's only good once, but you aren't likely to hit the same exploding plate twice.
Think about. Reactive Armor System.

Tangential

Settings I\'ve Designed: Mandria, Veil, Nordgard, Earyhuza, Yrcacia, Twin Lands<br /><br />Settings I\'ve Developed: Danthos, the Aspects Cosmos, Solus, Cyrillia, DIcefreaks\' Great Wheel, Genesis, Illios, Vale, Golarion, Untime, Meta-Earth, Lands of Rhyme

Sacred.Stone

Wow man. This forum is awesome. All I have to do is post an idea that popped into my head, and you guys turn 1 idea into a brainstorm. Thanks for all the ideas! :)

Xathan

Quote from: Teeter-toterAnother thing you might want to consider. The type of armor your are thinking about is the archaic inactive armor. It's solid, and either blocks or deflects attacks, up to a certain level, and theoretically unlimited amounts of even weaker attacks.

But modern tanks have an awesome armor system now. A reactive armor system. Those blocks you see on the side of modern tanks are not plates of metal. They're explosives!
See modern weapons are literally just super bullets. It's not the explosive that actually does damage, but the super heated metal at the front that gets blasted into the tank. It literally cuts thru the metal armor like it's nothing. So they cover their tanks in bombs to created a force that negates the one that propels the metal into the tank. It's only good once, but you aren't likely to hit the same exploding plate twice.
Think about. Reactive Armor System.

While reactive armor is bloody sweet, it's really not that effective for personal use - the human body would be battered as much by the armor as by the defenses, and it relies upon quickly being able to be repaired and rebuilt. Once it's reacted, as you noted, the armor is usless. Which is fine for a tank or other large vehicle, which has a large surface area and therefore the armor is theroetically useful over a longer period of time, for a person...not so much.

Plus, the individual soldier has a history of turning around scary sounding tech. In Nazi Germany, they had a backpack with rotor blades that would allow a soldier execute 2 mile long jumps, which would have been great for trench raids with the german quick style. However, the idea of having rotor blades a foot above their heads wasn't attractive to most soldiers, to the project was scrapped. Could you imagine being told your armor is SUPPOSED to explode when you're hit by attacks?
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[/spoiler]

the_taken

I forgot to mention that the regular metal allow plating was still underneath the tank's exploding armor.

Besides, the most important questions you must ask when in the army are "Will it hurt?" and "Will it look cool?". You (should've) joined the army with full knowledge that you would very likely be injured or killed, so you'll have to settle for requesting aesthetic improvements.

Imaging your regular Plastitech Full-plate armor have it's density cut in half, but covered in in one-inch cubes. When hit by a Stinger Bullet - a metal needle on some TNT propelled by a rail gun - a cube of explosivenss goes POP! and your no more hurt than if you got punched by 5 year old human.

For triple the price, your popping armor also unleashes a little confetti.

Xathan

Quote from: Teeter-toterI forgot to mention that the regular metal allow plating was still underneath the tank's exploding armor.

Besides, the most important questions you must ask when in the army are "Will it hurt?" and "Will it look cool?". You (should've) joined the army with full knowledge that you would very likely be injured or killed, so you'll have to settle for requesting aesthetic improvements.

Imaging your regular Plastitech Full-plate armor have it's density cut in half, but covered in in one-inch cubes. When hit by a Stinger Bullet - a metal needle on some TNT propelled by a rail gun - a cube of explosivenss goes POP! and your no more hurt than if you got punched by 5 year old human.

For triple the price, your popping armor also unleashes a little confetti.

Oh yeah, I know how reactive armor works...and I just don't see it being feasible for individual use without significant...technological...advance....ahhhh. Nevermind, carry on. :)

And yes, yes it is cool, no argument here.
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Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Gwaihir Windlord

Reactive all the way.  But for personal use, I would suggest carbon nano-tubes.  It's like a gel, but hardens when hit.  Kinda like futuristic chain-mail.  Follows the same principle.
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It is amazing to think of how much chaos ten trained men can wreak.  Our world as we know it is easier to destroy then we should like to think.
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Let us have a moment of silence for those who perished in those three days of terror in Mumbai

this is the best thing ever.

Ra-Tiel

I agree with Gwaihir. Reactive armor is in my opinion only appropriate for vehicles and other objects with a hard frame that can compensate for the back blast of the detonation.

Also, from B5 to Blue Planet to Shadowrun, all "normal" SciFi settings have had some sort of liquid or flexible armor that hardens on impact, creating a sheet of armor to block the impact, and then liquifies again to regain its flexibility.

Another idea would be to introduce some sort of "personal shields". The "Fadings Suns" setting had a nice idea. A deflector (as shields were called there) could - dependent on size and power source - only activate a certain number of times. However, a deflector also had a minimal value of energy that was needed to activate. A bullet would always activate a deflector, while a slower moving throwing knife may not (compare the goa'uld's personal shields in Stargate).

Endless_Helix

Actually, I would suggest carbon nanotubes with ceramic scale reinforcement and a gel layer to absorb some of the shock, assuming that you're using projectile weapons. It's quite possible to make by way of clay beds and vegetable oils (in large ammounts, the real problem is the energy required to create the nanotubes). You could probably get away with artifiicially grown diamonds to help reinforce the ceramic scale. Diamond is a really brittle substance if not reinforced, but it can be used to help increase the strength of most substances.
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Gwaihir Windlord

Hey, that's really a good idea.  *works on stat block to include it in sci-fi game*
Yesterday upon the stair
I met a man that wasn't there
He wasn't there again today
I wish that man would go away

It is amazing to think of how much chaos ten trained men can wreak.  Our world as we know it is easier to destroy then we should like to think.
-Me

Let us have a moment of silence for those who perished in those three days of terror in Mumbai

this is the best thing ever.

SDragon

Quote from: Ra-TielAnother idea would be to introduce some sort of "personal shields". The "Fadings Suns" setting had a nice idea. A deflector (as shields were called there) could - dependent on size and power source - only activate a certain number of times. However, a deflector also had a minimal value of energy that was needed to activate. A bullet would always activate a deflector, while a slower moving throwing knife may not (compare the goa'uld's personal shields in Stargate).

Interesting. Strong when you need it to be strong, weak when you don't need it to be strong? The thing I like about this is, the limited use provides a nice balance for the high strength.
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Ra-Tiel

Quote from: sdragon1984Interesting. Strong when you need it to be strong, weak when you don't need it to be strong? The thing I like about this is, the limited use provides a nice balance for the high strength.
Not wanting to derail the thread, but a d20 version of a deflector could look like the following. All deflectors would either take up the "belt" or "amulet" slot, dependent on their appearance.

[spoiler]
Personal Deflector
This is the most basic version of a deflector. The field it projects around the wielder is tight, and allows for only light armor being carried underneath without disrupting its function.

A personal deflector can activate a total of 10 times before its energy cell must be replaced. Any attack that deals more than 5 points of damage (no matter the source of the damage) activates the deflector. When activated, a personal deflector grants DR 10/- against the attack that caused its activation.

A personal deflector requires a small energy cell to function.

Duelling Deflector
This is a more advanced version of a deflector. The projected field is wider, and allows light or medium armor to be worn without inhibiting its function.

A duelling deflector can activate a total of 10 times before its energy cell must be replaced. Any attack that deals more than 5 points of damage (no matter the source of the damage) activates the deflector. When activated, a duelling deflector grants DR 20/- against the attack that caused its activation.

A duelling deflector requires a medium energy cell to function.

Battle Deflector
This is the most sophisticated version of a deflector. It projects a far reaching field around the wearer, allowing him to wear all sorts of armor (even heavy one) without giving up its protection.

A battle deflector can activate a total of 10 times before its energy cell must be replaced. Any attack that deals more than 5 points of damage (no matter the source of the damage) activates the deflector. When activated, a battle deflector grants DR 30/- against the attack that caused its activation.

A battle deflector requires a heavy energy cell to function.
[/spoiler]