Armor, damage and penetration

    ?

    • Yes!

      Votes: 2 28.6%
    • More or less

      Votes: 1 14.3%
    • More no than yes

      Votes: 2 28.6%
    • Absolutely no!

      Votes: 1 14.3%
    • Who let him here?!

      Votes: 1 14.3%

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    I apologize in advance for such a wall of text, but here it comes.
    One of the biggest problems in Starmade as i see it is that there is no clear reason why not to make death cubes (or spheres, if you know about build helper). They have the best possible ratio of thickness of hull to number of blocks needed for that hull. All other stats of such ships are pretty much equal to those of other ships.
    Why is that? I suggest looking on real world's armored structures, and remember, that what actually matters is not the thickness of armor, but the effective thickness, which is determined, inter alia, by the angle between the normal and the momentum vector of the projectile.
    "But akimzav, aren't theese parts already simulated by the fact that the projectile must first destroy a certain amount of blocks before it fully penetrates the hull? Isn't it equivalent to what you are trying to say here?" you can ask. No, it isn't, and this is why:

    1. IRL, there are certain cases where a projectile can not penetrate armor at all. (Example: tank plating versus a SMG. The latter here has no armor-piercing properties, and the momentum of its shots it too low to create sufficient stress in armor plating to ever bring it from the zone of elastic deformations to the zone of plastic deformations.)
    2. The size (area of transverse section) of a projectile is much smaller than the same parameter of a block it hits. As of now, if a projectile successfuly penetrates the armor, it leaves a large (in comparison to its own size) tunnel behind, allowing the second projectile to traverse the armor without any interaction. This, however, is not physicaly realistic at all, as the probability of such a scenario should be dependent on the ratio of two areas, one being the area of the transverce section of the projectile and the other being the area of a surface of the block. This probability seems to be small for Starmade's typical sizes.
    What i am proposing is:
    A: (for AP projectiles)

    1. Upon collision of armor-penetrating projectile (beam and AMC shots) count the armor (hull) blocks that stand in possible penetration trajectory. (The blocks don't have to be uniform; we can (and should) count them considering weights (for example: hull being 0,5; stand. armor being 0,7; adv. armor being 1). Also, the weight has to scale with block's health (but not necessarily linearly).(later it will be clear, why)) Let's name this number 'n'.
    2. If total number is less than the "penetrating property" (let's name it 'p') of a projectile (of course theese numbers are affected by corresponding active effects!), then the projectile is considered to be stopped by armor: there is damage dealt to the blocks involved, but i suggest it to be much smaller than initial damage contained in that shot. (example: multiply initial damage by a small factor (~10^-4, for instance) and apply this damage to those blocks, the presence of which would be enough to stop the projectile, distributing the damage (maybe evenly, maybe not) between them) Also, there might be a threshold (like if p<2*n and 'shot damage'<2*'total involved plating effective hp' (where total involved plating effective hp is a sum of each in-line of fire block multiplied by it's armoring factor)) when all damage is considered to be dispersed, and no damage is dealed.
      If total number is more than said parameter, then the projectile is considered to succesfuly traverse the plating. It still deals said small damage to armor blocks it passed, but also it continues to travel past the armor, however, only keeping 1-p/n part (or, i don't know, exp(-1/(p/n-1)) ) of its initial damage.
    B: (for non-AP projectiles)
    No changes, exept now we shall also scale armoring of each block with it's remaining hp.

    C: (for structures in general)
    1. Remove the "ArmorHP". Yes, i said it. The explanation is simple: why would we need it, if all what it is supposed to do (decrease the armor after some hits) is already built-in our brand new system! (see A:1). As a bonus, we get the localisation of said ArmorHP, making more tactics possible, and, more importantly, increasing physical realism.
    2*. Make ShipHP only determine if the ship starts overheating.
    3*. Now, we already have implicit grouping of blocks into systems
    (may be seen on Entity Structure screen). What i am proposing here is to make each such group have it's HP, meaning that if that particular system takes damage, it, and nothing more, will break.

    D*: (for Astrotech beam)
    1. Add penetrating properties to the beam based on lenth of group of astrotech beam blocks, so it can heal deep blocks.
    2. Change it (if it's not already like this) so an entity1 docked to entity2 can use astrotech on entity3, which is docked to entity2, if entity3 is not currently involved in combat. (think auto-repairing docks for fighters).

    // those parts marked with a '*' are somewhat offtopic, and can be (more or less) safely excluded from this suggestion.

    What are the benefits of such a system? Well, it clearly is more physical than what we have now, and also it gives more variables for ship engineer to consider while working on a blueprint. It sounds stupid, i know, but i think theese are the things that can put more fun into both designing and battling parts of Starmade.

    So, what do you think?
     
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    I think this is a good idea, however i also feel that it's not efficient enough for Starmade. Some ships launch hundreds/thousands of projectiles with each fire of the weapons - if you're doing complicated maths (compared to the current damage system) then you can imaging the processing overhead a system like this would require. It's a good idea, but it may not be feasible.

    Lancake , what are your thoughts on this?
     
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    An example of a free(mium) game which has/d a system intended to model these interactions is world of warships (i imagine all the different tank games do as well.)

    I'd welcome this to the game specifically because it creates value for firing at angles perpendicular to the target increasing the importance of maneuvering for the right shot rather than just any shot.* In StarMade i actually imagine it'd be more maneuvering to avoid giving the opponent that shot since you know your own armor scheme but do not know theirs. Sidenote: this would increase really fun debates over the value of different armoring schemes (all or nothing, etc) which we only have to a limited extent right now.

    *The perpendicular point is important because that is a baseline piece of knowledge you have about what would likely be a good shot without needing to have dissected the blueprint of the ship you are shooting at.
     
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    Can I or you (may be) make a thread about ALL suggestions about armor and penetration? Choosing between different suggestions is better than one suggestion as I think.
     
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    I think this is a good idea, however i also feel that it's not efficient enough for Starmade. Some ships launch hundreds/thousands of projectiles with each fire of the weapons - if you're doing complicated maths (compared to the current damage system) then you can imaging the processing overhead a system like this would require. It's a good idea, but it may not be feasible.

    Lancake , what are your thoughts on this?
    As far as i know, there already are similar calculations when the projectile has punch-trough or piercing effect, so i think that won't be an issue.
    [doublepost=1482163878,1482163711][/doublepost]
    Can I or you (may be) make a thread about ALL suggestions about armor and penetration? Choosing between different suggestions is better than one suggestion as I think.
    Well, yes, why not. I would be grateful if you did it.
     
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    Well, yes, why not. I would be grateful if you did it.
    You can do it... Just find all the suggestions about it and add links to them. Also, make votting about them.

    If you can't I can make it.
     

    Lancake

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    I'm not entirely sure how much it would affect performance but an exact system like this will hurt it. The main reason why we have AHP is because it barely affects performance, if at all. It allows us to put a number on "armor" strength and apply it on the entire ship.

    How we transfer the AHP value to actual damage or penetration negation isn't done well but I believe we can improve on that with little effort.

    As for this system, perhaps if simplified it could perform well but I'm wondering how well balanced (EDIT: or e it would be.
    Right now there are a number of situations were armor is either too powerful or too weak.

    For small vs small ships you have the problem that they can't kill each other at all, the damage of each weapon is too low versus the strongest armor.

    Larger ships have the problem where their armor is too strong or where it melts almost immediately. You also need to remember that a single small-large hole doesn't mean the ship will die. You require to kill quite a lot of its systems before it's taken out of commission.

    Keeping that in mind, this system would do little to make armor weaker or stronger in these areas. Reducing penetration or letting partial damage through doesn't matter once you reach a certain weapon size.

    It's also way easier to put a flat penetration fall off on armor blocks instead (EDIT: using % based fall off on weapon damage.)
     

    Raisinbat

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    What stops a fighter from fitting 5 block deep advanced armor and becoming immune to all fighter grade weapons?
     
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    What stops a fighter from fitting 5 block deep advanced armor and becoming immune to all fighter grade weapons?
    Classic arms race of escalation, just as we have in the real world. You guns cut through my ship like it's made of wet paper. I will increase my armor- your gun is now useless. You design more powerful gun, my armor is now useless.

    Realistically, adding that much weight means your ship will be slower, or need more power to move, and have less room for weapons.

    If you're able to add all that without any negative consequences, then you SHOULD lol. If your opponents are ill equipped to handle such a fighter, then they need to design something that will.
     

    Raisinbat

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    Classic arms race of escalation, just as we have in the real world. You guns cut through my ship like it's made of wet paper. I will increase my armor- your gun is now useless. You design more powerful gun, my armor is now useless.
    Double your weapon size for one extra layer of armor. This is a shitty idea.

    Realistically, adding that much weight means your ship will be slower, or need more power to move, and have less room for weapons.
    Cut shields, not like you need them when you're invulnerable.

    If you're able to add all that without any negative consequences, then you SHOULD lol. If your opponents are ill equipped to handle such a fighter, then they need to design something that will.
    Point is when you can design invulnerable ships the game is fucked up.
     
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    Double your weapon size for one extra layer of armor. This is a shitty idea.



    Cut shields, not like you need them when you're invulnerable.



    Point is when you can design invulnerable ships the game is fucked up.
    You're not wrong lol. In real life it was the development of the torpedo that allowed a small fighter or PT boat to sink the largest of warships. We don't have the option to develop something like that. The only thing that's analogous would be the warhead, but those are unreliable at best and straight up liabilities at worst.

    Still though, there are options. Side and verticle launch missiles to hit the other fighter from another angle. If that fighter is armored in every direction, then maybe upgrade to using punch thru and pierce.

    Idk. Like I said, you're not wrong. It would need to be balanced somehow. Maybe an even stiffer penalty to weight? To keep your fighter agile and fast you gotta keep the armor low.

    Anyway, I would like to see a rework of the armor system, and I hope we do eventually see a change to it.