JonasWalker
Old Newb
After having read the thread I have to whole heartedly agree with the suggestions offered by Captian Fortius 100% incuding the armor buff. However I also agree with the concern that it may render smaller ships useless.
There are a few potential suggestions that could be used, in part or as a whole, to help fix that.
There are a few potential suggestions that could be used, in part or as a whole, to help fix that.
- Tracking time: As it stands now fixed AMCs when fired with a left click immediately fire at the crosshairs location regardless of the groups size. My proposal would be to incorporate a small time delay when aiming to represent a groups point of aim realinging. This would be in inverse proportion to the total groups size, ie a smaller group would realine fairly quick while the main cannon on a large ship would take a bit longer. This could be represented by a secondary \'current point of aim\' crosshair marker, a cone of fire, or even a temporary modification of the accuracy stats that have been mentioned before.
The goal would be to encurage bigger weapon arrays to be used on larger thus likely slower moving targets and smaller arrays to be used on smaller thus likely faster moving targets without artificually limiting the players choices or making using a smaller ship entirely suicide. If someone is paitent enough and/or a skilled enough shot it should be entirely possible and likely worth a bit of bragging rights to zap a speedy little ship with a weapon who\'s firing port it could fit inside. While it does mean smaller arrays would have little trouble hitting larger targets they\'d also be balanced already by doing proportionatly much less damage per hit.
- Armor Penetration: It has been previously mentioned that missiles might have some sort of armor penetration ability to balance themselves regarding the current AMC proposal being discussed. My suggestion builds upon what has been mentioned by adding an armor divisor mechanic for missiles using the same forumula proposed for AMC armor penetration. This would allow missiles to remain a viable threat to even the thickest of armor belts while preventing them from simply vaporizing less protected targets as would happen if damage was simply increased.
X = Armor Divisor (This is a server variable)
Y = Armor \"stacking\" bonus as described by Captian Fortius
Example One:
You fire a 5 block launcher for 100 raw damage at a single block thick hardened hull (400 HP, 50% armor) and it impacts at 90 degree\'s with X = 1. The hulls armor reduces the incoming damage to 50 and applies this to the block hit, reducing its HP to 350.
This could be represented by HP-(Raw Damage*(Armor/X) = Remaining Health., or 400 - (100*(50%/1)) = 350 HP
Example Two:
You fire a 5 block launcher for 100 raw damage at a single block thick hardened hull (400 HP, 50% armor) and it impacts at 90 degree\'s with X = 2. The hulls armor would normally reduce the incoming damage to 50, but since the server flag for armor missile divisors now is set to two it reduces the effective armor to 25%. This lowers the damage taken by 25 and thus applies the remaining 75 to the block hit, reducing its HP to 325.
This could be represented by HP-(Raw Damage*(Armor/2)) = Remaining Health., or 400 - (100*(50%/2)) = 325 HP
Example Three: (Now lets introduce armor stack)
You fire a 5 block launcher for 100 raw damage at a two block thick hardened hull (400 HP, 50% armor) and it impacts at 90 degree\'s with X = 1. The hulls effective armor is (50%+(50%*0.5) or (50%+25%) = 75%. This lowers the effective damage from 100 to 25 which is then applied to the blocks remaining HP, thus reducing it to 375 HP.
This could be represented by HP-(Raw Damage*([Armor+(Armor Stack*Y)]/X)) = Remaining Health, or 400-(100*([50%+(50%*0.5)]/1)) = 375 HP.
Example Four:
You fire a 5 block launcher for 100 raw damage at a two block thick hardened hull (400 HP, 50% armor) and it impacts at 90 degrees with X = 2. The hulls effective armor is (50%+(50%*0.5) or (50%+25%) = 75% normally, however this is divided by the server armor divisor of 2 for an effective rating of 37.5%. This reduces the incoming raw damage from 100 to 62.5 rounded down to 62 as the decimel is less then 6.
This could be represented by HP-(Raw Damage*([Armor+(Armor Stack*Y)]/X))= Remaining Health, or 400-(100*([50%+(50%*0.5)]/2)) = 338 HP.