Hey everyone,
a foreword, please first read the entire post, as this suggestion has a high chance of being misunderstood The actual suggestion is at the bottom, I'll first explain why.
I will start of with two example ships. One ship is a 2x2x2 systems cube, lets call it A. Then we have a ship that is a 4x4x4 systems cube, lets call it B.
Assume the following: A has space for 8 systems, so let's say it does4 damage for the purpose of this example. B has space for 64 systems, so let's say it does 32 damage. This makes sense for this example, as weapon damage scales linearily. Also assume that A has 4 shields, and B has 32 shields. Yes, there are slight diminishing returns on shield capacity, but these are not as significant as it would be needed to change the meaning of this example. The values were picked so that for the purposes of explaining, both ships are half weapons half shields, and both weapon and shield blocks each gave 1 damage or protection, respectively.
We can see that both shielding and weapon power roughly scales in a cubic fashion. But we also want to armor our ships, so here it goes:
A needs to be covered by 6*(2*2) = 24 armor blocks; B needs to be covered by 6*(4*4) = 96 armor blocks. Yet if either A or B are shot at from one specific attack vector, both ships would only profit from the protection one armor block can offer - even though B needed to spend 4 times as many armor blocks to achieve the same.
My suggestion thus is as follows: Make the armor value of armor blocks scale slightly (far far far below cubic like shields, and even far far far below quadratic) with the mass of the ship they are placed on. The following horrendously created chart should give a rough explanation:
a foreword, please first read the entire post, as this suggestion has a high chance of being misunderstood The actual suggestion is at the bottom, I'll first explain why.
I will start of with two example ships. One ship is a 2x2x2 systems cube, lets call it A. Then we have a ship that is a 4x4x4 systems cube, lets call it B.
Assume the following: A has space for 8 systems, so let's say it does4 damage for the purpose of this example. B has space for 64 systems, so let's say it does 32 damage. This makes sense for this example, as weapon damage scales linearily. Also assume that A has 4 shields, and B has 32 shields. Yes, there are slight diminishing returns on shield capacity, but these are not as significant as it would be needed to change the meaning of this example. The values were picked so that for the purposes of explaining, both ships are half weapons half shields, and both weapon and shield blocks each gave 1 damage or protection, respectively.
We can see that both shielding and weapon power roughly scales in a cubic fashion. But we also want to armor our ships, so here it goes:
A needs to be covered by 6*(2*2) = 24 armor blocks; B needs to be covered by 6*(4*4) = 96 armor blocks. Yet if either A or B are shot at from one specific attack vector, both ships would only profit from the protection one armor block can offer - even though B needed to spend 4 times as many armor blocks to achieve the same.
My suggestion thus is as follows: Make the armor value of armor blocks scale slightly (far far far below cubic like shields, and even far far far below quadratic) with the mass of the ship they are placed on. The following horrendously created chart should give a rough explanation:
A: Yes, that is true - but rapidly firing and weaker weapons are not supposed to be anti-capital weapons anyways IMO. A single long-reload large doomslug hurled towards the enemy would only have one attack vector that counts (assume punch through, as there is no point in some gigantic cannon without due to the way the system works). This is actually a buff to fighters! A larger ship could no longer rely on just a gigantic rapidfire array to combat other large ships and fighters alike; it would have to implement specific anti-capital weaponry that is useless against fast moving targets, as the rapidfire cannons would have a hard time destroying 1 block per shot when the armor blocks have high armor%.
A: True; this is reflected by the fact armor scaling is much slower than shield scaling, never catching up to shields even with their dropping grow rate. Right now though, armor technically does not scale at all, even though it's cost still scales in a cubic fashion.
A: It is not necessarily a buff. If anything, it makes using armor layers on your sizable ship a usable alternative. It could even be further justified by making the diminishing returns for shields stronger, so unlike when flying a fighter, you'd have to rely more on armor, which must be replaced for a cost (no regen), thus making capital ships require some sort of maintenance from time to time.
A: Possibly it is bad, but I thought it justifies a suggestion even if the suggestion is bad - maybe you even post an objection that leads to the idea to be improved drastically by the community!
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