There is a large problem with ships hulls in that they can easily be one-shot in battles between large ships.
Hulls should receive an adjacency bonus to armor, that is possibly affected by ship mass. The armor % for each block would go up based upon some percentage increase for each block. The armor % would cap out at 99%, but that would still increase the effective HP of standard hull to 10,000, and advanced to 20,000.
Although the above system may go a long way to helping the armor on large ships be effective, it may not be enough to protect large ships to a point where it may make sense.
Another solution, which would be incredibly effective when combined with armor adjacency bonuses, is to have each armor group have it's own HP based upon the blocks inside. This HP would decrease for each hit on the armor group (dur), and the individual blocks within this group would not take normal damage until the over all HP of the group was gone.
The armor % bonus would only be applied when the individual blocks are taking damage, or else it may be entirely too hard for fighters to be any sort of help.
Perhaps the second system without the first would be best, though when combined they go a long way to increasing the effectiveness of hull.
A similar system for armor, as stated in the second system, may already be planned with the HP update, though if it isn't, this system would only apply to armor, and would not be a system for the entirety of the ship.
Second system courtesy of Lecic with some modification.
Hulls should receive an adjacency bonus to armor, that is possibly affected by ship mass. The armor % for each block would go up based upon some percentage increase for each block. The armor % would cap out at 99%, but that would still increase the effective HP of standard hull to 10,000, and advanced to 20,000.
Although the above system may go a long way to helping the armor on large ships be effective, it may not be enough to protect large ships to a point where it may make sense.
Another solution, which would be incredibly effective when combined with armor adjacency bonuses, is to have each armor group have it's own HP based upon the blocks inside. This HP would decrease for each hit on the armor group (dur), and the individual blocks within this group would not take normal damage until the over all HP of the group was gone.
The armor % bonus would only be applied when the individual blocks are taking damage, or else it may be entirely too hard for fighters to be any sort of help.
Perhaps the second system without the first would be best, though when combined they go a long way to increasing the effectiveness of hull.
A similar system for armor, as stated in the second system, may already be planned with the HP update, though if it isn't, this system would only apply to armor, and would not be a system for the entirety of the ship.
Second system courtesy of Lecic with some modification.