Edymnion
Carebear Extraordinaire!
Been thinking about this, and there is actually a system used by other game formats that might actually work here.
In d20 based roleplaying games (like Dungeons and Dragons 3e, Pathfinder, etc) there is a system for measuring static success with dice rolls known as Difficulty Class.
The basic idea in these games is that you have a 20 sided dice that you roll. Based on how your character is made, there are modifiers to what you roll (if you're highly trained or naturally gifted, you get bonuses, if you're clumsy or situation is poor, you get negatives). For things like picking a lock, the lock has a set difficult class, or DC. A really simple lock would be DC 15, meaning you need to roll a 15 or higher (after the mods) in order to succeed.
Another system, Mutants and Masterminds, expanded that system to replace hitpoints for your character. Damage was more or less fixed (as in, you had an attack that had a damage of 5 or 10, you didn't roll for it), and the person getting hit rolled a check similar to the above of base 10 + modifiers + damage. If they rolled high enough to make the check, they were fine and nothing happened. If they rolled low but not too low (5 or less under), they took a "wound" that lowered all of their future rolls that battle. If they rolled super low (10 or more under), then they died/went unconscious.
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That might be applicable here.
If we gave each block a fixed DC to break (say 1-100 in increments of 5 or 10), we would use far fewer bits to store that number in. When a weapon hit instead of tracking exactly how much damage it does, it generates a random number check based on the break DC and the incoming damage. If the block rolls high, it survives. If it rolls medium, it's DC to break goes down one level. If it rolls really low, it breaks.
Then all of the things like armor pools and defensive bonuses could be converted into bonuses to those break rolls, and the tertiary effects on weapons could raise/lower those check DCs.
Would also make combat a lot more random/dynamic, considering we wouldn't be able to do pure math builds of "this always works" sized weapons, because unless you just go unreasonably huge, there's always a chance that the target will survive on a lucky roll. Inversely, smaller fighters would get a boost in that even against small weapons, the target ship could always just roll poorly and take damage.
In d20 based roleplaying games (like Dungeons and Dragons 3e, Pathfinder, etc) there is a system for measuring static success with dice rolls known as Difficulty Class.
The basic idea in these games is that you have a 20 sided dice that you roll. Based on how your character is made, there are modifiers to what you roll (if you're highly trained or naturally gifted, you get bonuses, if you're clumsy or situation is poor, you get negatives). For things like picking a lock, the lock has a set difficult class, or DC. A really simple lock would be DC 15, meaning you need to roll a 15 or higher (after the mods) in order to succeed.
Another system, Mutants and Masterminds, expanded that system to replace hitpoints for your character. Damage was more or less fixed (as in, you had an attack that had a damage of 5 or 10, you didn't roll for it), and the person getting hit rolled a check similar to the above of base 10 + modifiers + damage. If they rolled high enough to make the check, they were fine and nothing happened. If they rolled low but not too low (5 or less under), they took a "wound" that lowered all of their future rolls that battle. If they rolled super low (10 or more under), then they died/went unconscious.
---
That might be applicable here.
If we gave each block a fixed DC to break (say 1-100 in increments of 5 or 10), we would use far fewer bits to store that number in. When a weapon hit instead of tracking exactly how much damage it does, it generates a random number check based on the break DC and the incoming damage. If the block rolls high, it survives. If it rolls medium, it's DC to break goes down one level. If it rolls really low, it breaks.
Then all of the things like armor pools and defensive bonuses could be converted into bonuses to those break rolls, and the tertiary effects on weapons could raise/lower those check DCs.
Would also make combat a lot more random/dynamic, considering we wouldn't be able to do pure math builds of "this always works" sized weapons, because unless you just go unreasonably huge, there's always a chance that the target will survive on a lucky roll. Inversely, smaller fighters would get a boost in that even against small weapons, the target ship could always just roll poorly and take damage.