TL;DR: SHP is how you kill ships, but hitting the reactor kills it faster like a headshot. It'll be more fun than what we have now.
This is an idea for bringing back a ship-wide HP pool like we had before the power update, and turning reactor HP into a sort of "critical hit" system that could blow up your ship much faster with a precise (or lucky) shot to the reactor. There's not a lot of meta-reasoning here. This is just what I think would be fun to play and fight with.
Ship HP
Before the power update, ship HP seemed fine. There were a lot of problems with the game, but SHP wasn't one of them. It was an easy, intuitive way to decide when a ship went boom. It had the added advantage of giving a little HP in return for the extra weight of decoration blocks, which was just enough to make decoration less painful for casual PVPers.
Just as before, HP should reach 0 when about half the ship has been shredded, so you don't have to destroy every single block to kill the ship. Very massive ships need slightly less than half of their blocks destroyed, etc... you get the idea. Just bring back the pre-power2 mechanics for SHP.
Reactor HP
In this system, reactor HP is an alternative way to blow up a ship. Depending on the design, it might be easier. Run out of RHP, and the ship explodes even if the rest of is it intact.
This is an idea for bringing back a ship-wide HP pool like we had before the power update, and turning reactor HP into a sort of "critical hit" system that could blow up your ship much faster with a precise (or lucky) shot to the reactor. There's not a lot of meta-reasoning here. This is just what I think would be fun to play and fight with.
Ship HP
Before the power update, ship HP seemed fine. There were a lot of problems with the game, but SHP wasn't one of them. It was an easy, intuitive way to decide when a ship went boom. It had the added advantage of giving a little HP in return for the extra weight of decoration blocks, which was just enough to make decoration less painful for casual PVPers.
Just as before, HP should reach 0 when about half the ship has been shredded, so you don't have to destroy every single block to kill the ship. Very massive ships need slightly less than half of their blocks destroyed, etc... you get the idea. Just bring back the pre-power2 mechanics for SHP.
Reactor HP
In this system, reactor HP is an alternative way to blow up a ship. Depending on the design, it might be easier. Run out of RHP, and the ship explodes even if the rest of is it intact.
- Reactor and chamber blocks add RHP to a ship.
- The stability percentage equals the percentage of RHP that must be depleted to blow up the ship. e.g. a 80% stable ship explodes when it reaches 20% reactor HP.
- Stabilizers do not contribute to RHP. They only influence stability percentage.
- Destroying stabilizers reduces the stability percentage.
- As with SHP, a reactor reaches 0 HP when around half of its blocks are destroyed, so even the most stable reactor doesn't need every single block destroyed to kill it.