[[Introduction]]
So when you get right down to it the main disparity between armor and shields is this; every shield block will always be working to protect you no matter what, armor blocks only work to protect you if they get hit. Even with all or nothing armor setups its extremely rare for even 50% of all armor blocks to be destroyed before a ship dies, this is largely because high penetration weapons make these ridiculous tiny holes that go right through to your systems. So rather than adding an armor health bar or making groups of armor blocks gain more health I propose a different solution that could work with or without the current AHP system.
[[Basics]]
Armor blocks force cannons or beams hitting them to spread their damage around the block hit in a radius based on the thickness of the armor hit. This would be done by performing a raycast on impact from the projectile to the first none armor block on the target, the number of armor blocks intersected by this line would be considered the thickness; radius is equal to 'thickness*0.5'. In order to save processing power no complicated explosion calculations would be performed, damage is simply split between all blocks in the radius.
"But Atra that just makes every weapon a missile!" you might say. Only it doesn't because this explosion isn't heavily calculated and because it only spreads through armor -which missiles do the worst against- so no this is not turning every weapon into a missile. It forces them to cut through more armor blocks thus lessening their penetration without affecting their damage against systems.
For illustartive purposes please enjoy these diagrams:
As you can see the thicker the armor the more blocks a projectile is forced to damage at once, now since damage is distributed in halves starting at the centre, smaller projectiles will still be moderately concentrated in a smallish area rather than being spread over hundreds of blocks and rendered completely useless.
[[Why I believe this is a good system]]
Per its name the main advantage of this system is the forced spreading of damage, thicker armor becomes exponentially harder to penetrate all in one go yet damage is not magically vanished away by weird hp gains or into some sort of health bar. The system also has some side advantages.
Having a radius also allows different weapon types to be made more unique through radius modifers. For example if a weapon had a radius modifier of 0.5 it means shots from that weapon will be spread out over only half the radius they usually would, thus improving their armor penetration. Here's a list of hypothetical radius modifiers to make weapon combos feel more unique.
So thats my proposal, to sum it up the idea is to make armor distribute damage to surrounding armor blocks thus forceing the enemy to break more of them and forming kickass pitts and craters in the process.
So when you get right down to it the main disparity between armor and shields is this; every shield block will always be working to protect you no matter what, armor blocks only work to protect you if they get hit. Even with all or nothing armor setups its extremely rare for even 50% of all armor blocks to be destroyed before a ship dies, this is largely because high penetration weapons make these ridiculous tiny holes that go right through to your systems. So rather than adding an armor health bar or making groups of armor blocks gain more health I propose a different solution that could work with or without the current AHP system.
[[Basics]]
Armor blocks force cannons or beams hitting them to spread their damage around the block hit in a radius based on the thickness of the armor hit. This would be done by performing a raycast on impact from the projectile to the first none armor block on the target, the number of armor blocks intersected by this line would be considered the thickness; radius is equal to 'thickness*0.5'. In order to save processing power no complicated explosion calculations would be performed, damage is simply split between all blocks in the radius.
- 50% to first armor block hit,
- 50% of remainder split between immediately surrounding armor blocks
- 50% of remainders split between armor blocks immediately surrounding those blocks
- and so on until max radius is reached or the damage per block drops below 1.
"But Atra that just makes every weapon a missile!" you might say. Only it doesn't because this explosion isn't heavily calculated and because it only spreads through armor -which missiles do the worst against- so no this is not turning every weapon into a missile. It forces them to cut through more armor blocks thus lessening their penetration without affecting their damage against systems.
For illustartive purposes please enjoy these diagrams:
As you can see the thicker the armor the more blocks a projectile is forced to damage at once, now since damage is distributed in halves starting at the centre, smaller projectiles will still be moderately concentrated in a smallish area rather than being spread over hundreds of blocks and rendered completely useless.
[[Why I believe this is a good system]]
Per its name the main advantage of this system is the forced spreading of damage, thicker armor becomes exponentially harder to penetrate all in one go yet damage is not magically vanished away by weird hp gains or into some sort of health bar. The system also has some side advantages.
- Shots comming in at low angles will trace a line going through more blocks thus increasing the radius of spread, this is not something I deliberately designed into the system but it does nicely represent the lesser effectiveness of low angled shots as well as making sloped armor work how one would expect.
- Because damage is caused in a radius it means shots make kickass craters in thick plates of armor, this looks way cooler than crappy needle holes everywhere.
- Thick armor can take a real beating from heavy fire -and have the looks the match- but at the same time progresively hitting the exact same spot over and over again can punch through it with far less total effort, just like some roided out sci-fi alien punching through a door.
Having a radius also allows different weapon types to be made more unique through radius modifers. For example if a weapon had a radius modifier of 0.5 it means shots from that weapon will be spread out over only half the radius they usually would, thus improving their armor penetration. Here's a list of hypothetical radius modifiers to make weapon combos feel more unique.
- cannon/nothing: 1x
- cannon/cannon: 1.1x (It makes sense that rapid fire weapons have lower penetration)
- cannon/beam: 0.75x (Yay sniper cannons)
- cannon/pulse 1.5x (Big fat explody shells)
- A chamber to force a 10% radius increase on all weapons hitting the ship
- A chamber to cause a 10% radius decrease on all weapons fired by the ship
- A chamber to alter the damage spread on weapons hitting the ship so that damage is spread perfectly evenly rather than being focused in the middle, or perhaps just to decrease the level of focus.
So thats my proposal, to sum it up the idea is to make armor distribute damage to surrounding armor blocks thus forceing the enemy to break more of them and forming kickass pitts and craters in the process.