Introduction
Several years ago I suggested this (or something similar) for the first time. It was somewhat ignored and argued against. I think people didn't like it in part because it was in the heat of debate about how to fix armor the first time, and in part because what I had proposed was something similar to what Scypio has recently suggested (Armor scaling with mass) in that it was a skin and was based on total number of armor blocks on the ship and was a massively complex calculation.
It is my understanding that there are a few reasons why the devs will not, and possibly cannot, code an armor system into the game that relies on total number of armor blocks. The first reason being that it's really tough to balance. Formulas are hard to tweak to be just right, and they hide information from the players which just makes it more complicate. The second reason is because traditionally the game had trouble keeping track of an armor specific block count. (Though I don't know how much that applies now.)
Maybe the following idea isn't technically feasible due to how the game has always had the hardest trouble with adjacency calculations, however I think that it's easier to calculate than missile damage and is - out of all of the various armor suggestions - possibly one of the simplest implementations.
The Proposal
Armor blocks should simply give a basic buff to each adjacent armor block. The check wouldn't be checking diagonals, only straight faces.
The buff could be a .01% addition to armor for each adjacent armor block of any kind and/or each armor block could add it's base HP to each adjacent armor block.
Armor Buff
With an armor buff of 0.1% for each adjacent armor block no armor block would ever reach higher than 96% armor. Advanced armor is only 90% armor and a block only has 6 faces. It wouldn't do much to make hull or standard armor any good, however it would still help.
HP Buff
Barring each block having both an adjacency-based armor and HP buff I think this is the best solution. Each adjacent armor block would simply add it's base HP to the adjacent armor blocks. So, an armor block would could only ever have 700 HP (Itself + 6 adjacent armor blocks.). Practically speaking, an armor block would only ever have 600 HP considering that a block has to be destroyed to get to interior blocks.
It would be necessary to decide whether or not to add the adjacency buff to AHP. I personally don't think it should be.
HP and Armor Buff
I think this would really make armor worthwhile. Though, I would understand concerns about needing to deal 600 damage with 96% armor each to each block in two layers of triple layered advanced armor. This would really make armor worthwhile. Armor would *act* like armor, and thicker armor would have the added benefit of strength.
Conclusion
I would like to end this with the note that I am well aware that although the calculation for each armor block wouldn't be that much of a strain, it would be a strain to need to calculate it for missile strikes. I would also like to note that depending on what the weapons update does any of these suggested buffs may or may not make armor stronger or even still fit within the system. However, I don't think the weapon update will change weapon damage that drastically.
I would appreciate it if people would discuss this. Please keep it civil. And, please keep in mind that I am trying to find a simple solution, not a complex one, as based on Murphy's law.
Several years ago I suggested this (or something similar) for the first time. It was somewhat ignored and argued against. I think people didn't like it in part because it was in the heat of debate about how to fix armor the first time, and in part because what I had proposed was something similar to what Scypio has recently suggested (Armor scaling with mass) in that it was a skin and was based on total number of armor blocks on the ship and was a massively complex calculation.
It is my understanding that there are a few reasons why the devs will not, and possibly cannot, code an armor system into the game that relies on total number of armor blocks. The first reason being that it's really tough to balance. Formulas are hard to tweak to be just right, and they hide information from the players which just makes it more complicate. The second reason is because traditionally the game had trouble keeping track of an armor specific block count. (Though I don't know how much that applies now.)
Maybe the following idea isn't technically feasible due to how the game has always had the hardest trouble with adjacency calculations, however I think that it's easier to calculate than missile damage and is - out of all of the various armor suggestions - possibly one of the simplest implementations.
The Proposal
Armor blocks should simply give a basic buff to each adjacent armor block. The check wouldn't be checking diagonals, only straight faces.
The buff could be a .01% addition to armor for each adjacent armor block of any kind and/or each armor block could add it's base HP to each adjacent armor block.
Armor Buff
With an armor buff of 0.1% for each adjacent armor block no armor block would ever reach higher than 96% armor. Advanced armor is only 90% armor and a block only has 6 faces. It wouldn't do much to make hull or standard armor any good, however it would still help.
HP Buff
Barring each block having both an adjacency-based armor and HP buff I think this is the best solution. Each adjacent armor block would simply add it's base HP to the adjacent armor blocks. So, an armor block would could only ever have 700 HP (Itself + 6 adjacent armor blocks.). Practically speaking, an armor block would only ever have 600 HP considering that a block has to be destroyed to get to interior blocks.
It would be necessary to decide whether or not to add the adjacency buff to AHP. I personally don't think it should be.
HP and Armor Buff
I think this would really make armor worthwhile. Though, I would understand concerns about needing to deal 600 damage with 96% armor each to each block in two layers of triple layered advanced armor. This would really make armor worthwhile. Armor would *act* like armor, and thicker armor would have the added benefit of strength.
Conclusion
I would like to end this with the note that I am well aware that although the calculation for each armor block wouldn't be that much of a strain, it would be a strain to need to calculate it for missile strikes. I would also like to note that depending on what the weapons update does any of these suggested buffs may or may not make armor stronger or even still fit within the system. However, I don't think the weapon update will change weapon damage that drastically.
I would appreciate it if people would discuss this. Please keep it civil. And, please keep in mind that I am trying to find a simple solution, not a complex one, as based on Murphy's law.
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