Equip tertiary/specials (other than "overdrive" and "underdrive") and your ship is flagged as Military.
Use Dockables with 7/8 blocks being force-shields and it's Military too.
Military leaving territory will be PvP flagged and visible in the galaxy.
But you need to do a local scan to reveal their positition within that sector or system.
Nobody likes aggressive factions, thus nobody cares if such a ship is targeted, unless they like you even less.
Other Military equipment:
You can add 7 times the amount of underdrive chamber blocks to a reactor.
Every 15 Underdrive blocks below that limit increase nominal reactor block count by 1.
Reactors become 2x2x2 as big.
But these Underdrive blocks make the main reactor and chambers cheaper (they are also buffed).
You can do the same with weapons.
These weapons will have 50% damage and same energy requirements of a weapon built out of pure primary weapon blocks. (compared to 3x damage and 6x energy of overdrives)
Scavengers also have underdrives for shield-modules.
Global Shields:
Basicallly shield rechargers would work like self-targeted weapons always hitting your global shield and they do less dmg-heal and same ionising.
Their consumption would be relative to their effective dmg-heal and ionising combined.
A tool adding 100% shield-hp/sec would add 20% in combat.
A tool adding 50% shield-hp/sec and 50% ionising would add 10% and 50% ionising in combat.
A shield loses 5% charge and ions per second and has a capacity of ions equaling it's own (current) hp.
It's quite important to keep your shield alive.
Charge loss is 0.95^(time / seconds), which is 60%^(time /10 seconds)
=> 100% in 0;_ 60% in 10;_ 36% in 20;_ 22% in 30;_ 13% in 40 seconds.
=> ions are 0.13 of 0.13 in 40 seconds (when not re-added) => 100%; 36%; 13% in 20 seconds.
Ions cancel out 80% of ion weapon damage, but only 60% of regular weapons.
Ion weapons have 200% damage against shields, thus 200%*20% = 40% - same as regular weapons.
But shields suffer from 200%*80% = 160% instead of 60% in ion-reduction.
Your own weapons are impacted by this as well - ion deals 4/5 self-dmg, others 3/5 to your ionising.
But this is not a disadvantage when you use it on vector shields or have turrets which aren't affected by the ionisation. If your main gun is also a docked entity and it fires through a hole to outside, it isn't affected either. But you will have some uncovered spots.
Vector Shields in comparision:
They let 20% of damage pass.
Normal weapons do 20% damage to the hull (can be protected by another shield taking that damage).
Ionized weapons lose the same percentage of that damage as they deal more damage to shields.
If ionized weapons deal +100% to shields, they lose -100% of that 20% damage to hull.
But since 20% of 100% and 20% of +100% damage are passing through, shields only suffer 2*80% loss.
And that's the advantage of the hull/vector-shield combo.
Then you can have a relatively weak global shield on the main entity to catch that 20% damage as long as enemies are not focus-firing onto your ship or too weak to penetrate your layer of protection.
But when stronger enemies come, global shield goes offline relatively quickly while your vector shields work 50-60% longer than regular shields.
Armor reworked:
Use Dockables with 7/8 blocks being force-shields and it's Military too.
Military leaving territory will be PvP flagged and visible in the galaxy.
But you need to do a local scan to reveal their positition within that sector or system.
Nobody likes aggressive factions, thus nobody cares if such a ship is targeted, unless they like you even less.
Other Military equipment:
Vector-Shields:
... to be continued ...
Civilians often build overdrive weapons (to safe mass as they need only 1/3 volume/mass and 2x power)As soon as a projectile hits a dockable being made out of core, docker maybe 1-3 advanced armor to cover the 1x1 hole in which the docker docked to a rail and at least (14 +7) to (14 +21) force-fields (7/8), it is "disrupted".
Disrupted projectiles count as 20% as strong to hull when the docked vector shield had enough shield to block 2/3 of the damage.
Disrupted projectiles don't impact any of these Vector-Shields again.
You can still use force-fields for decoration, as long as you don't use 7/8 blocks being force-fields.
Advanced Hull belongs to military.Disrupted projectiles count as 20% as strong to hull when the docked vector shield had enough shield to block 2/3 of the damage.
Disrupted projectiles don't impact any of these Vector-Shields again.
You can still use force-fields for decoration, as long as you don't use 7/8 blocks being force-fields.
Civilians only have access to normal armor or basic hull.
If they use advanced, they get flagged as military.
Stealth ships with max 1-2 levels of stealth are military, lower grades are free for civilian.If they use advanced, they get flagged as military.
... to be continued ...
That makes them more agile when not engaging combat and very powerfull even though their weapons look so small.
Civilian ships need to be more, at least 1.5x because more primitive (easier to build) shielding
and 2x because ion/punch/pierce weapons are 2x as efficient pro power point but military
and 1.5x because of a military reactor chamber (for 0 reactor points) increasing reactor output by 50%.
But in reality you would need 5-6 ships to defeat a military one (lost ships stop contributing dmg).
Or the ship needs to have 4x mass, which looks 67% longer/wider/higher.
Even if the civilian vessels have overdrive weapons, most of their energy will go to thrust/shields and energy thus not suffers from the 2x energy requirements penalty of overdrive effects.
8-10 overdrive ships of same mass will kill that military ship, when they cooperate good enough.
Civilians with 3 same-mass vessels and without overdrive and 3x bigger guns may get lucky or ambush the military one to play their strenghts against it's weaknesses.
General rule: If a target is 50% bigger or there are 3 vessels, don't attack alone.
You will likely lose at least some hull even if your ship is a bit over 4 times as strong.
Scavengers build "underdrive" weapons and reactors with the intention to require less expensive blocks.Civilian ships need to be more, at least 1.5x because more primitive (easier to build) shielding
and 2x because ion/punch/pierce weapons are 2x as efficient pro power point but military
and 1.5x because of a military reactor chamber (for 0 reactor points) increasing reactor output by 50%.
(everyone can get it, but ship will be flagged military, means PvP-flag on leaving own territory).
I calculate 4.25 ships to get the same (shield|hp)*damage value on Civilians.But in reality you would need 5-6 ships to defeat a military one (lost ships stop contributing dmg).
Or the ship needs to have 4x mass, which looks 67% longer/wider/higher.
Even if the civilian vessels have overdrive weapons, most of their energy will go to thrust/shields and energy thus not suffers from the 2x energy requirements penalty of overdrive effects.
8-10 overdrive ships of same mass will kill that military ship, when they cooperate good enough.
Civilians with 3 same-mass vessels and without overdrive and 3x bigger guns may get lucky or ambush the military one to play their strenghts against it's weaknesses.
General rule: If a target is 50% bigger or there are 3 vessels, don't attack alone.
You will likely lose at least some hull even if your ship is a bit over 4 times as strong.
You can add 7 times the amount of underdrive chamber blocks to a reactor.
Every 15 Underdrive blocks below that limit increase nominal reactor block count by 1.
Reactors become 2x2x2 as big.
But these Underdrive blocks make the main reactor and chambers cheaper (they are also buffed).
You can do the same with weapons.
These weapons will have 50% damage and same energy requirements of a weapon built out of pure primary weapon blocks. (compared to 3x damage and 6x energy of overdrives)
Scavengers also have underdrives for shield-modules.
Basicallly shield rechargers would work like self-targeted weapons always hitting your global shield and they do less dmg-heal and same ionising.
Their consumption would be relative to their effective dmg-heal and ionising combined.
A tool adding 100% shield-hp/sec would add 20% in combat.
A tool adding 50% shield-hp/sec and 50% ionising would add 10% and 50% ionising in combat.
A shield loses 5% charge and ions per second and has a capacity of ions equaling it's own (current) hp.
It's quite important to keep your shield alive.
Charge loss is 0.95^(time / seconds), which is 60%^(time /10 seconds)
=> 100% in 0;_ 60% in 10;_ 36% in 20;_ 22% in 30;_ 13% in 40 seconds.
=> ions are 0.13 of 0.13 in 40 seconds (when not re-added) => 100%; 36%; 13% in 20 seconds.
Ions cancel out 80% of ion weapon damage, but only 60% of regular weapons.
Ion weapons have 200% damage against shields, thus 200%*20% = 40% - same as regular weapons.
But shields suffer from 200%*80% = 160% instead of 60% in ion-reduction.
Your own weapons are impacted by this as well - ion deals 4/5 self-dmg, others 3/5 to your ionising.
But this is not a disadvantage when you use it on vector shields or have turrets which aren't affected by the ionisation. If your main gun is also a docked entity and it fires through a hole to outside, it isn't affected either. But you will have some uncovered spots.
They let 20% of damage pass.
Normal weapons do 20% damage to the hull (can be protected by another shield taking that damage).
Ionized weapons lose the same percentage of that damage as they deal more damage to shields.
If ionized weapons deal +100% to shields, they lose -100% of that 20% damage to hull.
But since 20% of 100% and 20% of +100% damage are passing through, shields only suffer 2*80% loss.
And that's the advantage of the hull/vector-shield combo.
Then you can have a relatively weak global shield on the main entity to catch that 20% damage as long as enemies are not focus-firing onto your ship or too weak to penetrate your layer of protection.
But when stronger enemies come, global shield goes offline relatively quickly while your vector shields work 50-60% longer than regular shields.
System Blocks have 0% mitigation.
Hull Blocks have 5% damage mitigation and 50% max HP - if shots come with 20% damage remaining, they use 15% damage to destroy that block and go on with 5%+remaining damage.
Armor Blocks have 10% mitigation and 80% of max HP.
Also, they can be reduced by only 10% of their hp per projectile before letting the projectile through to the next block and restore hp when the next reboot is successful.
But advanced armor Blocks have 15% mitigation and max HP- if shots come with 20% damage remaining, 5% is used against these blocks and when it's depleted, the rest of 15% is completely negated.
They can be reduced by 15% of their hp per projectile and restore hp after successful reboot.
System Blocks and non-Armor Basic-Hull blocks don't do that.
If a 16% projectile hits system blocks only afterwards, there is no advantage taken.
But if a 16% projectile hits a last line of Adv. Armor, it may get to 14.9% and be discarded before penetrating into the systems.Together with vector shields that let 20% damage pass, Armor may have to only absorb 5% damage, which leads to interesting design choices:
You can have more than one cheap/light Medium armor an then a layer of advanced armor to stop a projectile with 10% or 20% damage remaining.
Together with my other suggestion (Fluids can be replaced from storage with a delay by turning the block back to life and taking one out of storage), you can get some pretty nice ablative plating.
Or you can use more Advanced armor to avoid that projectiles with 15% damage continue dealing damage to only 10% mitigation of regular armor -or 0% mitigation of ablative plating- at the risk of doing it too early and having it damage your Advanced armor block.
A multi-staged solution would be:
VShield, Armor, Armor, Adv, Armor, Armor, Adv, System Blocks (front hull of an assault ship).
That way, you can reduce mass and projectiles are effectively stopped.
Bigger projectiles penetrate the first Adv layer, but not the second.
With that, you get about 940 enemy damage blocked 6 times between each reboot.
Once a single block is hit more than 6 times (adv armor) or 9 times (regular), u have perma-loss.
It's a 94 blocks in a 4*4*6 area weapon, blocked with 54 shields.
Regular Armor blocks need to be shot 10 times, advanced ones 7 times to "break" and vanish.
For that, regular armor only blocks 8% of 256 (=20) and advanced armor up to 15% of 256 (=33).
Regular armor stops the projectile when damage falls off below 10% original value (vector shields already drop that to 20% original value, thus only 10% damage applies).
Advanced Armor stops projectiles when damage falls off below 15% original value (thus in an optimal situation, only 5% damage is applied to armor blocks and they have 25% more hp than regular armor and 65% more dmg-block).
But on heavy-damage single projectiles, all armor on the way is slightly damaged until an advanced-enough layer stops it.
Hull Blocks have 5% damage mitigation and 50% max HP - if shots come with 20% damage remaining, they use 15% damage to destroy that block and go on with 5%+remaining damage.
Armor Blocks have 10% mitigation and 80% of max HP.
Also, they can be reduced by only 10% of their hp per projectile before letting the projectile through to the next block and restore hp when the next reboot is successful.
They can be reduced by 15% of their hp per projectile and restore hp after successful reboot.
System Blocks and non-Armor Basic-Hull blocks don't do that.
If a 16% projectile hits system blocks only afterwards, there is no advantage taken.
But if a 16% projectile hits a last line of Adv. Armor, it may get to 14.9% and be discarded before penetrating into the systems.
You can have more than one cheap/light Medium armor an then a layer of advanced armor to stop a projectile with 10% or 20% damage remaining.
Together with my other suggestion (Fluids can be replaced from storage with a delay by turning the block back to life and taking one out of storage), you can get some pretty nice ablative plating.
Or you can use more Advanced armor to avoid that projectiles with 15% damage continue dealing damage to only 10% mitigation of regular armor -or 0% mitigation of ablative plating- at the risk of doing it too early and having it damage your Advanced armor block.
A multi-staged solution would be:
VShield, Armor, Armor, Adv, Armor, Armor, Adv, System Blocks (front hull of an assault ship).
That way, you can reduce mass and projectiles are effectively stopped.
Bigger projectiles penetrate the first Adv layer, but not the second.
With that, you get about 940 enemy damage blocked 6 times between each reboot.
Once a single block is hit more than 6 times (adv armor) or 9 times (regular), u have perma-loss.
It's a 94 blocks in a 4*4*6 area weapon, blocked with 54 shields.
Regular Armor blocks need to be shot 10 times, advanced ones 7 times to "break" and vanish.
For that, regular armor only blocks 8% of 256 (=20) and advanced armor up to 15% of 256 (=33).
Regular armor stops the projectile when damage falls off below 10% original value (vector shields already drop that to 20% original value, thus only 10% damage applies).
Advanced Armor stops projectiles when damage falls off below 15% original value (thus in an optimal situation, only 5% damage is applied to armor blocks and they have 25% more hp than regular armor and 65% more dmg-block).
But on heavy-damage single projectiles, all armor on the way is slightly damaged until an advanced-enough layer stops it.
Example weapon does 10 damage * number of blocks, and is defended by a setting of Vector-Shield plus Armor + Adv. Armor like that: VS, S, A, A, Adv, A, A, Adv, Sys.
Up to 6 -or 9- times is without permanent damage.
The weapon may even hit different spots and not damage these same blocks again.
The Millitary might have fluid Armor (same as regular armor, but fluid and taken out of storage to replace vaporated block-hp via repair beam which works like a shield and repairs ship during reboot, but only as long as fluid exists).
Or you invest in a sniper-gun which deals 22k damage with 220 blocks and 11 seconds recharge to penetrate 12 Armor blocks through a vector shield with sufficient charge.
The Armor will survive, but the system behind will take damage which is not automatically repaired.
Let's take the other extreme of VectorShields which ionize always to 10% (logic controlled hehe) and start powering up in advance by logic-calculated dps per vector, in total and remaining shield charge, distributing a shared power pool most efficiently.
The sniper-gun can penetrate 12 blocks mixed armor, 6 blocks = roughly 940 damage block.
Adv Armor blocks 33 damage = 33.
Armor blocks 20 damage = 53.
Armor blocks 20 damage = 73.
Adv Armor blocks 33 damage = 106.
Armor blocks 20 damage = 126.
Armor blocks 20 damage = 146.
Vector shield blocks 80% damage. 146 equals 1/5 and 5/5 = 730 Damage.
Correction: 730 Damage equals 85%, 15% is mitigated by the last Adv. Armor.
730 /17 *20 => 47*20 => 940 damage than can be blocked.
Sys, Adv, A, A, (+Adv, A, A, (+Adv, A, A, (...))), VS equals:
470, 940, 1410, 1880, ... damage per layer of (Adv, A, A).
3. One coating layer protects your system from a weapon with 47 Blocks (3*3*5 +2 blocks).
6. Two coating layers protects it from 94 Blocks weapons (4*4*6 -2 blocks).
9. Three layers is a protection from a 141 Blocks weapon (5*5*5 +16 or 4*4*9 - 3 blocks).
12. Four layers compare to 188 weapon blocks (5*5*8 -12 blocks).
(Sufficient charge and ionisation on the Vector-Shield required to block 80% damage)
Armor blocks 20 damage = 53.
Armor blocks 20 damage = 73.
Adv Armor blocks 33 damage = 106.
Armor blocks 20 damage = 126.
Armor blocks 20 damage = 146.
Vector shield blocks 80% damage. 146 equals 1/5 and 5/5 = 730 Damage.
Correction: 730 Damage equals 85%, 15% is mitigated by the last Adv. Armor.
730 /17 *20 => 47*20 => 940 damage than can be blocked.
Sys, Adv, A, A, (+Adv, A, A, (+Adv, A, A, (...))), VS equals:
470, 940, 1410, 1880, ... damage per layer of (Adv, A, A).
3. One coating layer protects your system from a weapon with 47 Blocks (3*3*5 +2 blocks).
6. Two coating layers protects it from 94 Blocks weapons (4*4*6 -2 blocks).
9. Three layers is a protection from a 141 Blocks weapon (5*5*5 +16 or 4*4*9 - 3 blocks).
12. Four layers compare to 188 weapon blocks (5*5*8 -12 blocks).
(Sufficient charge and ionisation on the Vector-Shield required to block 80% damage)
Up to 6 -or 9- times is without permanent damage.
The weapon may even hit different spots and not damage these same blocks again.
But once a weapon pierces through (or when a weapon with 10x damge fires a 3x3x3 projectile), you get system damage and the projectile comes out at the other side of your ship when it's twice as big as required.
But with enough projectiles (10 projectiles after another with 500-1000 dmg each - 5-1000 block weapons, depending on minigun*10/1sec or railgun*1/10sec) you can deal some permanent damage and puncture an area, weakening the layers strenght with every following salvo.
But with enough projectiles (10 projectiles after another with 500-1000 dmg each - 5-1000 block weapons, depending on minigun*10/1sec or railgun*1/10sec) you can deal some permanent damage and puncture an area, weakening the layers strenght with every following salvo.
The Millitary might have fluid Armor (same as regular armor, but fluid and taken out of storage to replace vaporated block-hp via repair beam which works like a shield and repairs ship during reboot, but only as long as fluid exists).
Attacking that fluid armor with a charged-Minigun (11*2k damage projectiles each 11 seconds for 0.5 seconds) will remove 7 adv armor block permanently or remove up to 20 blocks from fluid storage. That "Minigun" would have 220 blocks.
Each about 50k blocks on your ship can support the removal of 7-20 blocks from the enemy military-grade hull, until it gets a hull-breach and system blocks are open for damage.
Each about 50k blocks on your ship can support the removal of 7-20 blocks from the enemy military-grade hull, until it gets a hull-breach and system blocks are open for damage.
Or you invest in a sniper-gun which deals 22k damage with 220 blocks and 11 seconds recharge to penetrate 12 Armor blocks through a vector shield with sufficient charge.
The Armor will survive, but the system behind will take damage which is not automatically repaired.
This shot will likely pass 6 blocks mixed armor on one ship side, damage all systems on the way and exit on the other side. To stop this, you need a global shield which can take from the damage of this sniper gun. That's 313 shield blocks with 70 shield/block, provided it's fully charged.
Let's take the other extreme of VectorShields which ionize always to 10% (logic controlled hehe) and start powering up in advance by logic-calculated dps per vector, in total and remaining shield charge, distributing a shared power pool most efficiently.
The sniper-gun can penetrate 12 blocks mixed armor, 6 blocks = roughly 940 damage block.
Based on attacked Vector Shield and remaining total HP pool, 3/15 vector shields got automatically buffed as good as possible in the direction the enemy is expected and according to his dps and last target it's a localized focus of energy.
The Sniper then hits one Buffed Vector Shield and Shields needs to block 22k - 940 damage.
The Vector-Shield takes 80% and requires 60% charge/ionisation.
60% are 13100 which is 186 shield blocks, but only 100 because of ionisation.
The military vessel loses 6100 ionisation and 7000 Shield. 7k Shield is 100 Shield blocks.
20% remaining damge equals 4400.
Substracting 940, we get 3460.
Dividing through 70 shieldhp / capacitor we get 49 shield blocks.
149 Shield blocks total required to block 11 seconds of damage from 220 weapon blocks.
149/313 equals 1/2 of required shields.
313/220 equals 7/5 of shield blocks per weapon block.
149/220 equals 9/13 of shield blocks per weapon block.
The Sniper then hits one Buffed Vector Shield and Shields needs to block 22k - 940 damage.
The Vector-Shield takes 80% and requires 60% charge/ionisation.
60% are 13100 which is 186 shield blocks, but only 100 because of ionisation.
The military vessel loses 6100 ionisation and 7000 Shield. 7k Shield is 100 Shield blocks.
20% remaining damge equals 4400.
Substracting 940, we get 3460.
Dividing through 70 shieldhp / capacitor we get 49 shield blocks.
149 Shield blocks total required to block 11 seconds of damage from 220 weapon blocks.
149/313 equals 1/2 of required shields.
313/220 equals 7/5 of shield blocks per weapon block.
149/220 equals 9/13 of shield blocks per weapon block.
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