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- Sep 18, 2014
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Okay, here is some math about a new scaling mechanic for armor. Armor suffer a lot since the beginning due to their side effect with their base stats, fixed values are good when you're are at a small scale but soon enough the blocks themselves get outscaled and become useless. And i'm here to throw in small formulas to correct the fact that hull use fixed values.
So let's start with the first formula :
Total damage reduction = (Total mass of the ship hull blocks/Total mass of the entity with dock included) + Base damage reduction
The idea is simple, the more your ship get armor in it's total mass, the more the damage reduction become stronger. For example a ship with 10% of it's mass dedicated to hull would see the damage reduction on the advanced hull blocks going up to 100%. Of course to prevent that there should be a cap of 99%.
The more a ship dedicate it's mass to hull the more it's hull get stronger. To prevent spamming docked hull with 99.9% of the mass dedicated to hull the damage reduction should be indexed on the mother entity damage reduction. I also strongly suggest to lower the base damage reduction by 10 or 20% from the current values. Maybe more.
Let's take a small example with a docked hull and some advanced armor with only 80% base damage reduction. The mother ship get 19% of it's mass, without docked hull, to reach the 99% max reduction cap. Then some docked hull is added on top of it that add like 5% to it's total mass. This would mean that in order to reach the 99% reduction cap on the docked hull the ship should convert 1% of it's mass to hull again. Resulting in a ship with less mass dedicated to system blocks.
Here the example has been with advanced armor but keep in mind that this is even worst for other kind of hull blocs. The reduction shouldn't be refreshed under combat circumstances and only on building/reboot. This would also make station much more easier to protect with all types of armor as they don't care about moving. Keep in mind that this is something best used in addition to this : SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!
The second is about the block hp themselves. A fixed value for something that needs scaling isn't a good start because there is the reduction itself but also the block hp themselves. Blocks can have 99% reduction, if they have 1 hp they'll still be destroyed by the first scratch. So the armor hp per block should be scaling along with the amout of armor hp sounds a good idea to make it useful.
Block hp = Base block hp + Base Block hp * (Total armor hp/1000000)
Basically, every 1 000 000 armor hp the hp of the blocks is doubled. Conjured to a better damage reduction, armor blocks should soak up more damage each. I don't know for this one and feel like the scalability could be easily halved or maybe more. I'm just not sure about how to set it.
Also, like for the previous damage reduction, it shouldn't change during combat but only on construction and reboot.
All in all, i can't find a bad use of theses fomulas and thus, making armor blocks scale along with the ship is a better idea in my opinion than simply giving more AHP with the more armor block that there is. It already feel like this is just some bar to drop before moving to the next one.
So let's start with the first formula :
Total damage reduction = (Total mass of the ship hull blocks/Total mass of the entity with dock included) + Base damage reduction
The idea is simple, the more your ship get armor in it's total mass, the more the damage reduction become stronger. For example a ship with 10% of it's mass dedicated to hull would see the damage reduction on the advanced hull blocks going up to 100%. Of course to prevent that there should be a cap of 99%.
The more a ship dedicate it's mass to hull the more it's hull get stronger. To prevent spamming docked hull with 99.9% of the mass dedicated to hull the damage reduction should be indexed on the mother entity damage reduction. I also strongly suggest to lower the base damage reduction by 10 or 20% from the current values. Maybe more.
Let's take a small example with a docked hull and some advanced armor with only 80% base damage reduction. The mother ship get 19% of it's mass, without docked hull, to reach the 99% max reduction cap. Then some docked hull is added on top of it that add like 5% to it's total mass. This would mean that in order to reach the 99% reduction cap on the docked hull the ship should convert 1% of it's mass to hull again. Resulting in a ship with less mass dedicated to system blocks.
Here the example has been with advanced armor but keep in mind that this is even worst for other kind of hull blocs. The reduction shouldn't be refreshed under combat circumstances and only on building/reboot. This would also make station much more easier to protect with all types of armor as they don't care about moving. Keep in mind that this is something best used in addition to this : SOLUTION TO SPAGHETTI AND DOCKED ARMOR - YEAY MATH!
The second is about the block hp themselves. A fixed value for something that needs scaling isn't a good start because there is the reduction itself but also the block hp themselves. Blocks can have 99% reduction, if they have 1 hp they'll still be destroyed by the first scratch. So the armor hp per block should be scaling along with the amout of armor hp sounds a good idea to make it useful.
Block hp = Base block hp + Base Block hp * (Total armor hp/1000000)
Basically, every 1 000 000 armor hp the hp of the blocks is doubled. Conjured to a better damage reduction, armor blocks should soak up more damage each. I don't know for this one and feel like the scalability could be easily halved or maybe more. I'm just not sure about how to set it.
Also, like for the previous damage reduction, it shouldn't change during combat but only on construction and reboot.
All in all, i can't find a bad use of theses fomulas and thus, making armor blocks scale along with the ship is a better idea in my opinion than simply giving more AHP with the more armor block that there is. It already feel like this is just some bar to drop before moving to the next one.