All of you are misunderstanding what he means.An HP pool makes sense to me, because in SciFi TV and movies, the hull doesn't generally show damage until a LOT of damage has been done (depending on the needs of the plot), so basically HP pool = shield 2.
With that said, we need particle effects. Why? Before the HP pool is depleted, areas that are hit without shields, and with blocks that haven't been damaged or destroyed yet, due to the HP pool, should show venting "stuff" at the point the weapon hit, whether that be venting atmosphere, venting sparks, venting crewmembers, or venting pixie dust. The particle emitter can be directed to point in the direction the weapon arrived from (pretty easy calculation to simply reverse the vector) for the initial burst, and then realign the particle emitter with the face normal for continued venting for a while (eventually expiring; make up any excuse you like for the particles stopping, such as emergency repair crews or auto-shutoff valves.)
Would need an overall server limit on how many "emitters" can be in operation at the same time, expiring over-the-limit emitters prematurely, based on their relative age.
Freespace reference (notice the particles being ejected from the weapon damage points on the freighter to be protected):
All armor blocks in a group (as is standard in Starmade) will *give* eachother HP - it wont be a shared pool.
Each block will have the health and armor of the whole section. On ridiculously massive chunks, you might be able to break a million HP PER BLOCK.
This would need balancing, of course. But the concept is the same.
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