Okay, so I read somewhere (probably a discord server) about how the shield ignoring characteristic of the M/m bomb could potentially be rather unhealthy for game balance. A possible way to adress this problem would be to only have a certain percentage ignore the shields.
Here's an example: Let's say the shield ignoring percentage is 50%. A bomb dealing 1000 damage then would deal 500 damage to shields and 500 to the ship itself.
The actual numbers for the shield ignoring percentage in my opinion should be figured out with testing, preferiably with the help of experienced players in this area (so not me). I think the percentage of damage ignoring the shields should not be higher than 50% because otherwise the incenitve to try to down shields would be too low. Then again the percentage shouldn't be too low because then it would mean that more damage is dealt to shields and bombs may be capable of effectively downing shields on their own.
So now on to the two main reasons why I think this wouldn't be too bad of an idea:
- Shields would no longer be completely useless against bombs.
- There would be an incentive to drop the shields of a target before making a "bombing run"
Another idea I had while writing this would be to have bombs ignore shields, but reduce the damage dealt based on how much shields are still left (actual numbers obviously would be subject to balance testing). If, for example, the damage would be reduced by the percentage of shield left, bombs would do nothing against a fully shielded target, but become increasingly effective with lower shield value for the target. This also should achieve the two aforementioned goals of giving shields a purpose against bombs as well as incentivizing the use of another weapon system while the shields are still fully intact.