With the (hopefully) upcoming HP system, I’ve been thinking about the synergy between shields and armor. As everyone knows, armor is basically useless right now. Pound for pound, it is far less useful than shields, because of four main reasons:
1. It has relatively low health (easily fixed, hard to balance between fighters and titans)
2. It is much more expensive than shield blocks (easy to fix)
3. It has no scaling method, or bonus for having more than one armor block in an area (harder to implement)
4. Pound for pound, there is almost no reason to use armor instead shields right now, because shields offer more effective and long term (due to shield regen, versus armor repairing) protection.
With the new HP system, armor should be changed to make it, pound for pound, MORE effective than shielding. Now before you explode at me, this is before taking in to account things like regenerating shields, and other, less quantifiable, effects. Lets say you have 1,000 shield capacitors, and 1,000 rechargers, on your ship, and they give you 10,000 capacity, and 1,000 regen (I know these aren’t right, it’s just for example). Now you also have 1,000 armor blocks, and these give you something like 15,000 to 20,000 health. Then you factor in damage reduction, and shield regen, and the armor totals to between 30,000 health and 40,000 (assuming this is Advanced Armor). The shields total to 10,000 + 10,00. Now look at this over 10 seconds: Armor=30,000, Shields=10,000 + 10,000. Now 100 seconds: Armor=30,000, Shields=10,000 + 100,000. It’s pretty clear which is more effective in the short term. In the long term though, armor damage is harder and more work-intensive to repair, whereas shields do it automatically.
This would create an interesting synergy between shields and armor as defensive mechanisms, and would overall increase the usefulness of armor and add interesting decisions when building a ship, more so than there are now. Another thing that would need to be added would be effective armor repairing systems, but that’s for another suggestion.
Thoughts? Critique? Additions?
1. It has relatively low health (easily fixed, hard to balance between fighters and titans)
2. It is much more expensive than shield blocks (easy to fix)
3. It has no scaling method, or bonus for having more than one armor block in an area (harder to implement)
4. Pound for pound, there is almost no reason to use armor instead shields right now, because shields offer more effective and long term (due to shield regen, versus armor repairing) protection.
With the new HP system, armor should be changed to make it, pound for pound, MORE effective than shielding. Now before you explode at me, this is before taking in to account things like regenerating shields, and other, less quantifiable, effects. Lets say you have 1,000 shield capacitors, and 1,000 rechargers, on your ship, and they give you 10,000 capacity, and 1,000 regen (I know these aren’t right, it’s just for example). Now you also have 1,000 armor blocks, and these give you something like 15,000 to 20,000 health. Then you factor in damage reduction, and shield regen, and the armor totals to between 30,000 health and 40,000 (assuming this is Advanced Armor). The shields total to 10,000 + 10,00. Now look at this over 10 seconds: Armor=30,000, Shields=10,000 + 10,000. Now 100 seconds: Armor=30,000, Shields=10,000 + 100,000. It’s pretty clear which is more effective in the short term. In the long term though, armor damage is harder and more work-intensive to repair, whereas shields do it automatically.
This would create an interesting synergy between shields and armor as defensive mechanisms, and would overall increase the usefulness of armor and add interesting decisions when building a ship, more so than there are now. Another thing that would need to be added would be effective armor repairing systems, but that’s for another suggestion.
Thoughts? Critique? Additions?