Right now armor is percentage-based: Each block type has an armor value, and that determines the percentage of damage that is ignored.
I think that armor should be a division-based system, damage getting divided by the block's armor value instead of having a chunk taken out of it.
Here are the benefits:
A much faster calculation
Better armor values. Right now you can't have a damage reducition of 40, because there is no integer percentage value that allows that. This system would allow that.
It would allow admins to have a global multipler for armor that would allow them to balance hull versus shields depending on the expected size of ships on the server.
The downside is that small guns become useless. I do have a workaround but it creates a weird damage effect.
I think that armor should be a division-based system, damage getting divided by the block's armor value instead of having a chunk taken out of it.
Here are the benefits:
A much faster calculation
Better armor values. Right now you can't have a damage reducition of 40, because there is no integer percentage value that allows that. This system would allow that.
It would allow admins to have a global multipler for armor that would allow them to balance hull versus shields depending on the expected size of ships on the server.
The downside is that small guns become useless. I do have a workaround but it creates a weird damage effect.
The idea is that there will be a value for nullified damage so blocks will eventually take damage. This damage will either be per-entity or per-chunk, not per-block. So HP = HP - (damage + nulled) /armor and nulled = (damage + nulled) % armor. The weird damage effect will come into play when two small guns are shooting at two different blocks on the same ship - one block may keep taking damage while the other doesn't.
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