As the game stands in native, hull armor isn't good for much. It will take a hit, but it is trivial to create weapons that will destroy even advanced hull on contact. The only reason right now to use hull on one's ship is cosmetic. In terms of combat utility, one is otherwise vastly better off using that mass to create stronger shields, which will protect all the ship, not just take a hit at one spot on your ship. (and that shield block can also take that hit).
What I would propose for an enterprising server host would be to change the stats for hull blocks. I've done this quite successfully in my own sandbox. Up the armor value of a standard armor block to 50%, which will increase the damage absorption capacity from it's current 134 to 200. Up the hit point value of 'advanced' armor to 250 'and' increase it's armor value to 65%. This will give it the ability to absorb slightly over 700 damage. Now we are approaching the point where armor actually starts to become somewhat useful.
Where it really starts to shine however, where armor could make a significant difference for a ship design is if a player combines this with the pierce effect bonus, especially a maxed out bonus of 30%. With the current armor stats in native, having full piercing effect will increase the damage absorbtion capacity of an advanced armor block to 1000 points. While this is nice, the cost of ten percent of one's mass in piercing effect modules is just too high. That amount of mass is again better put into shields and/or better shield regeneration, as while 1000 damage stopped is nice, it's just not enough to make the difference. With the change I propose however, an advanced armor block with maximum pierce effect would stop a full 5000 damage points. At that point, cracking through a ship's armor becomes a non-trivial affair.
Note, this can be played with if one desires an even greater effect for armor. Upping the armor value of advanced armor to 66% instead of 65%, when coupled with the +30% of the pierce effect bonus would bring the armor value to 96% instead of 95%, which increases the absorbtion to 6250 damage. Upping it to 67% results in 8333 damage stopped. Going to 68% brings it to 12500, and topping it all the way to 69% will give advanced armor blocks a whopping 25000 damage absorbtion capacity.
Note, under no circumstances should the armor value be increased beyond this, as with full pierce effect bonus, this will result in armor that is impervious to damage.
Anyone want to give this a go and see what ships result?
What I would propose for an enterprising server host would be to change the stats for hull blocks. I've done this quite successfully in my own sandbox. Up the armor value of a standard armor block to 50%, which will increase the damage absorption capacity from it's current 134 to 200. Up the hit point value of 'advanced' armor to 250 'and' increase it's armor value to 65%. This will give it the ability to absorb slightly over 700 damage. Now we are approaching the point where armor actually starts to become somewhat useful.
Where it really starts to shine however, where armor could make a significant difference for a ship design is if a player combines this with the pierce effect bonus, especially a maxed out bonus of 30%. With the current armor stats in native, having full piercing effect will increase the damage absorbtion capacity of an advanced armor block to 1000 points. While this is nice, the cost of ten percent of one's mass in piercing effect modules is just too high. That amount of mass is again better put into shields and/or better shield regeneration, as while 1000 damage stopped is nice, it's just not enough to make the difference. With the change I propose however, an advanced armor block with maximum pierce effect would stop a full 5000 damage points. At that point, cracking through a ship's armor becomes a non-trivial affair.
Note, this can be played with if one desires an even greater effect for armor. Upping the armor value of advanced armor to 66% instead of 65%, when coupled with the +30% of the pierce effect bonus would bring the armor value to 96% instead of 95%, which increases the absorbtion to 6250 damage. Upping it to 67% results in 8333 damage stopped. Going to 68% brings it to 12500, and topping it all the way to 69% will give advanced armor blocks a whopping 25000 damage absorbtion capacity.
Note, under no circumstances should the armor value be increased beyond this, as with full pierce effect bonus, this will result in armor that is impervious to damage.
Anyone want to give this a go and see what ships result?