I had my own idea which is similar to yours.Actually, I can think of a rather simple way conceptually to do the job, don't know how easy it would be to program.
Make armor blocks indestructible while the ship still has armor hp, and then have the armor "fail" (aka, become destructible) at different levels based on type.
Like say basic hull becomes destroyable if the ship has less than 50% of its armor hp remaining. Standard becomes destroyable at 75%, and Advanced stays invincible until 100% of the armor hp is depeleted.
Then just treat armor hp the same as shield strength. Still require payments to the trade guild or resources at your station to repair the armor HP, but you don't start to actually lose the armor blocks themselves until they've gotten rid of most of your armor hp.
Means we could stop making armor a half dozen layers thick just to stop one missile, and would make smaller weapons on things like fighters efficient in tackling large opponents because every shot would be whittling down armor the same way it would shields. Just that the armor doesn't regenerate on it's own.
I'm liking this idea, actually. I'm going to copy it over into a stand alone suggestion.
A follow up on this to explain myself a bit better ^^I had my own idea which is similar to yours.
For starters: I would get rid of the AHP absorption of damage since it doesn't scale properly. And you would lose AHP for each destroyed block's AHP x factor (similar to SHP).
I don't want AHP to become a second shield though, at least not in a way this obvious. There's nothing more frustrating than unleashing everything you've got just to see a number go down when there's not a single block destroyed.
What I would do, is go back to our block armor % and make that scale according to your AHP. There are 3 types of armor, and each type would reach a max and min % depending on the set AHP needed to achieve that.
Advanced armor could be between 90% and 50%. 90% when above 50 mil AHP and 50% below 1 mil AHP. Between that it scales linear as you would expect.
Same goes for the other 2 types but then different values.
Docked entities would inherit the AHP value from the mothership so its armor would be of the same quality (to make turrets stronger).
This allows us to make the same armor block appear weaker on smaller ships but stronger on larger ships where it's needed.
This sounds good for bigger ship but it also sounds like anything below 1 mil blocks (if thats the threshold you'd go with) will basically have the same issue but worseA follow up on this to explain myself a bit better ^^
Why have you not gotten this implemented yet :uA follow up on this to explain myself a bit better ^^
The BAD of the current AHP system
The GOOD of the current AHP system
- Doesn't scale well:
50% reduced of 100 damage, or 50% reduced of 1 000 000 damage is the same for shield damage. But for block HP it's not since each block has a lower HP threshold than damage to be dealt. In other words, your 5000 EHP block dies anyway no matter how big your absorption rate is
- AHP reduced doesn't correspond with armor blocks destroyed:
Similar to the 1st problem, because it absorbs 50% of the incoming damage (which doesn't all translate to block damage anyway), it also deducts the same amount of your current AHP.
A single weapon that deals 10 000 000 damage meant to kill shields, would also kill 5 000 000 (not using effects) of your AHP when hit. The actual armor blocks destroyed could range from 1 to 100 which is nothing to the amount of AHP lost.
In this case, something like 1 000 - 10 000 times more AHP lost than the blocks that provide them.
- Ship size matters
Similar to the 1st problem again ^^
Advanced armor on its own is already extremely strong on small ships (small vs small can't kill each other with that much EHP), add the 50% to 75% absorption rate to that and it's even stronger.
I can't make advanced armor weaker, without affecting the larger ships where this sort of EHP is better suited for.
- Adds another layer of defense:
Although it's not as revolutionized or as strong as people would like, it's still an added layer of protection that in some cases helps.
It doesn't feel like a second shield but more of a structural part. Armor placement still matters and how much you place can reduce or increase the effectiveness of your ship's purpose.
Conclusion
The new system I propose, tackles all of the bad but doesn't introduce any serious negatives
- ---> Doesn't scale well:
Luckily here it scales way better. The more AHP you have, the stronger each hull type becomes (up to a limit). Docked entities would inherit the AHP so they get the same level of protection of their mothership. This also includes docked smaller ships so when they're docked, their armor will appear stronger than undocked.
This is indeed odd but it's the only way to make turrets of large ships as strong as their mothership which makes sense considering the size of the turret compared to the main ship. They already inherit most shields of the mothership so we could do the same for AHP, but perhaps they don't inherit the total AHP but just 50% of it or so.
Large ships still have a strong layer that shrugs of smaller ships and adds some protection against equal sized ships. Most likely the EHP of advanced armor won't be increased much for large ships so for them not much changes when looking at pure EHP stats.
Small ships though will still be able to use advanced armor, but due to their low amount of AHP, the advanced armor will be considerably weaker than their large ship counterparts -> around 400-500 EHP per block instead of the 2500-5000.
- ---> AHP reduced doesn't correspond with armor blocks destroyed:
AHP deduction would be the same as SHP deduction, requiring you to kill the full block first. An AHP "penalty" will exist just like SHP, making sure large ships lose way more AHP per block than smaller ones. The base factor would already be 2 or 3, going up to maybe 20 times as much.
This completely annihilates the use of single high damage weapons since you're required to destroy a lot of blocks. And fast firing weapons have issues killing strong armor due to the amount of focused hits required.
In short, your AHP will only reduce depending on how much armor blocks you lose, not how much damage is thrown in your way.
The only downside I can see here is that small vs small ships will require more focused fire to reduce AHP, they're required to kill the entire block and not just damage the blocks. They don't really benefit from their AHP as much anyway (at least not for advanced armor, they would for basic and standard) so I see this as negligible.
- ---> Ship size matters
Ship size still matters but in a different way. Small ships have weaker armor armor compared to larger ships and there's nothing you can do about that but it doesn't make armor useless for any of those ships.
Small ships will die quicker against their counterparts, but they won't die quicker against larger sized opponents. Mostly because those larger ships already have enough firepower to blast through a single layer of advanced armor.
Large ships will remain as they are now, except that their armor effectiveness will last much longer due to the AHP not getting depleted immediately.
It creates more diversity between armor types, even allowing us to make basic hull much stronger than it is now. You don't have a second shield mechanic either. That's also the most important part for me, keep armor and shields completely different from each other in terms of combat.
I'm not entirely sure yet what I'll do with the AHP changing effects but it looks like they don't need much changing to work with this.
I fear this will be yet another mechanic that will not simply encourage size creep, but actively require it. There is substantial reason right now for servers to impose block limits to ships, specifically to combat size creep. Clashes of titans can create massive lag for servers, especially if it becomes a common occurrence. With the numbers you are suggesting, the minimum effective size for an armor reliant ship would be one million blocks with 50% of it's mass in armor. Of course, as that is the minimum, there would be massive incentive to build well beyond that. The days of trying to keep your battlecruiser smaller would be over. That would be replaced by a race to the top, battlecruisers and battleships be damned, titans or bust!
- Ship size matters
Using capsue blocks as armor!?? Doesn't that make really ugly and space-inefficient designs?Advanced armor without supports(even if you include the armor hp mechanic) is inferior in total damage tanked per mass(56 damage tanked per mass) when compared to scaffold(and barely better than capsules).
That gets even worse if someone use punch-through or pierce against armor(against which scaffold take way less additional damage since punch will only multiply by 1.5 the damage and not have that armor hp slaying effect and pierce ignore a huge part of the damage reduction making advanced armor horribly bad)
So basically the game could nearly make an error message and refuse the placement of armor on ships without defensive pierce and defensive punch-through.
So I think armor should not be nerfed on small ships(which can use supports only when driven).(personally I already use capsule armor on small ships since capsules are so much cheaper for tanking.)
Also lower grade armors needs a huge buff for competing with capsules since they are a lot worse than capsule in damage blocked per mass and that hull or standard armor are way more expensive than capsule for reaching the same damage blocked