Devlog #005
Hello operators!
Following on from our previous notes about ballistics and weight, we'd now like to focus on armour – tying the two concepts together.
While setting up loadouts, one must bear in mind that not all gear offers effective ballistic protection. The loadout for each mission should take into account inventory space – namely for magazines, grenades, and utility items – while ideally also offering some degree of protection.
Some ballistic gear, however, may impair the use of other equipment that's more suitable for inventory space, so balance needs to be considered when setting up for a mission.
It is important to balance the two to avoid weighing down a soldier to the point where his agility and dexterity – thus his efficiency on the battlefield – are compromised. The speeds with which your character can switch his weapons, reload, vault over an obstacle or sprint away from danger will all be affected by his loadout.
Operatives will have ballistic protection gear in the form of helmets and vests, while other gear such as tactical rigs, face masks and elbow, knee and shin pads may eventually be added to the game. Each piece of equipment is labelled with its protection category:
Protection class depends on the material, body areas covered and the armour characteristics that determine weight. Materials vary from Nylon or Kevlar to Titanium or Steel and can have paddings or plates from different materials to reinforce the armour at certain points, adding protection (and weight!) to the equipment you carry.

The Body Armor Mk2
The Body Armor Mk2, for instance, offers Class C protection, with ceramic plates adding extra shielding to the Kevlar vest. By comparison, the
Following on from our previous notes about ballistics and weight, we'd now like to focus on armour – tying the two concepts together.
While setting up loadouts, one must bear in mind that not all gear offers effective ballistic protection. The loadout for each mission should take into account inventory space – namely for magazines, grenades, and utility items – while ideally also offering some degree of protection.
Some ballistic gear, however, may impair the use of other equipment that's more suitable for inventory space, so balance needs to be considered when setting up for a mission.
It is important to balance the two to avoid weighing down a soldier to the point where his agility and dexterity – thus his efficiency on the battlefield – are compromised. The speeds with which your character can switch his weapons, reload, vault over an obstacle or sprint away from danger will all be affected by his loadout.
Operatives will have ballistic protection gear in the form of helmets and vests, while other gear such as tactical rigs, face masks and elbow, knee and shin pads may eventually be added to the game. Each piece of equipment is labelled with its protection category:
- Class A gear will offer medium level protection against shrapnel, low level protection against small calibre weapons and negligible protection against heavier rounds. This equipment is usually the lightest, thus enabling greater mobility and inventory capacity.
- Class B gear will offer high level protection against shrapnel and medium level protection against small calibre weapons. While it offers very limited protection against rifle calibre weapons, its protection against high calibre weapons is negligible.
- Class C gear will provide high level protection against small calibre weapons and reasonably low level protection against rifle calibre weapons, while offering maximum protection against shrapnel.
- Class D gear offers the greatest amount of protection, shielding its wearer almost completely from most small calibre weapons and shrapnel, and offering medium level protection against rifle calibre weapons. It adds a low degree of protection against high calibre rounds too. Usually, however, this armour class is quite bulky and heavy, therefore lowering soldiers’ manoeuvrability and speed.
Protection class depends on the material, body areas covered and the armour characteristics that determine weight. Materials vary from Nylon or Kevlar to Titanium or Steel and can have paddings or plates from different materials to reinforce the armour at certain points, adding protection (and weight!) to the equipment you carry.

The Body Armor Mk2
The Body Armor Mk2, for instance, offers Class C protection, with ceramic plates adding extra shielding to the Kevlar vest. By comparison, the