tl;dr?
-Shields OP
-Armor UP
-Wreck blocks on destroyed blocks
-Buff astrotechnobeam
-Separate armor & hull
-Armor heavy, attach only to hull
-Nanite auto-repair system for armor & hull
I know, I know! Yet another shields thread. Hear me out, though. I don't want to talk about just shields. I also want to talk about using standard armor and separating armor plates from hull.
Currently, hoping to protect a ship with anything but shields is pointless. The only point of adding "armor" to a ship [read: a single layer of hulls or reinforced hulls] is to protect from errant anti-matter lasers destroying your internal systems without warning once your shield is actually down. The point behind that is that a single missile will obliterate an unshielded ship. Simply put, armor is there so you can run away, shields are there so you can fight. I want that changed because I want armor to be viable.
Instead of simply nerfing shields, or buffing hull HP/armor, a few things need to be done to bring armoring a ship in line with shielding it. The first thing that should be changed is the repair system. Currently, when you ship suffers hull damage, it's generally just a better idea to scrap it and buy it all over again because it's such a hassle to go back through and either repair the damaged hulls or replace the missing hulls. In deep space, it might be viable to repair the ship but all the same it's faster just to replace the blocks in build mode. Since I like building space stations in deep space [away from shops], I don't want to advocate a system in which you can enter build mode only when near a shop.
A really good suggestion I read on the repair system was, instead of just outright removing pieces of hull or internal systems that are destroyed, have it turn into a "Wrecked Block" once its HP reaches 0. You can then repair this wreck block with a repair beam. If the wreck block is behind other wreck blocks, have the repair beam hit the innermost wreck blocks first, or give the repair beam a large AOE depending on the size of the astrotechnobeam series firing the beam. If you want to preserve the economics of the situation, perhaps it would be prudent to be able to repair a wreck block only if you have the proper block to replace it in your inventory when repairing.
My primary suggestion is to split Hull Blocks from Armor Blocks. You would still have normal and reinforced hulls, only that they would not be ideal for armoring a craft. If you wanted armor, you would instead cover the hull with armor blocks. A rule might be that you may only attach armor blocks to hull blocks or other armor blocks. The special properties of armor blocks would be that they have very high hitpoints and damage resistance, but are very heavy. Ideally you would want to armor the front of a ship more than the rear, due in part to the front facing the enemy and that they would be so heavy.
Another suggestion, to go with or seprate from armor blocks, is to introduce a Nanite auto-repair system. The nanite auto-repair system would ideally be split into two separate categories: Hull Nanite Computer & Hull Nanite Canister alongside Armor Nanite Computer and Armor Nanite Canister. These would passively repair hull or armor over time. If the computer is destroyed, the system stops working. The nanite auto-repair can't repair anything but hull or armor, and won't repair wreck blocks. It will repair only damaged blocks. I would also suggest that the nanite canisters require contact with the nanite computers.
The purpose of the nanite auto-repair system is not to repair in combat, but to automatically repair blocks without having to exit the ship and fly a separate ship around it to repair it, or go into build mode and replace the damaged blocks.
And thanks, schema, for making an enjoyable game.
-Shields OP
-Armor UP
-Wreck blocks on destroyed blocks
-Buff astrotechnobeam
-Separate armor & hull
-Armor heavy, attach only to hull
-Nanite auto-repair system for armor & hull
I know, I know! Yet another shields thread. Hear me out, though. I don't want to talk about just shields. I also want to talk about using standard armor and separating armor plates from hull.
Currently, hoping to protect a ship with anything but shields is pointless. The only point of adding "armor" to a ship [read: a single layer of hulls or reinforced hulls] is to protect from errant anti-matter lasers destroying your internal systems without warning once your shield is actually down. The point behind that is that a single missile will obliterate an unshielded ship. Simply put, armor is there so you can run away, shields are there so you can fight. I want that changed because I want armor to be viable.
Instead of simply nerfing shields, or buffing hull HP/armor, a few things need to be done to bring armoring a ship in line with shielding it. The first thing that should be changed is the repair system. Currently, when you ship suffers hull damage, it's generally just a better idea to scrap it and buy it all over again because it's such a hassle to go back through and either repair the damaged hulls or replace the missing hulls. In deep space, it might be viable to repair the ship but all the same it's faster just to replace the blocks in build mode. Since I like building space stations in deep space [away from shops], I don't want to advocate a system in which you can enter build mode only when near a shop.
A really good suggestion I read on the repair system was, instead of just outright removing pieces of hull or internal systems that are destroyed, have it turn into a "Wrecked Block" once its HP reaches 0. You can then repair this wreck block with a repair beam. If the wreck block is behind other wreck blocks, have the repair beam hit the innermost wreck blocks first, or give the repair beam a large AOE depending on the size of the astrotechnobeam series firing the beam. If you want to preserve the economics of the situation, perhaps it would be prudent to be able to repair a wreck block only if you have the proper block to replace it in your inventory when repairing.
My primary suggestion is to split Hull Blocks from Armor Blocks. You would still have normal and reinforced hulls, only that they would not be ideal for armoring a craft. If you wanted armor, you would instead cover the hull with armor blocks. A rule might be that you may only attach armor blocks to hull blocks or other armor blocks. The special properties of armor blocks would be that they have very high hitpoints and damage resistance, but are very heavy. Ideally you would want to armor the front of a ship more than the rear, due in part to the front facing the enemy and that they would be so heavy.
Another suggestion, to go with or seprate from armor blocks, is to introduce a Nanite auto-repair system. The nanite auto-repair system would ideally be split into two separate categories: Hull Nanite Computer & Hull Nanite Canister alongside Armor Nanite Computer and Armor Nanite Canister. These would passively repair hull or armor over time. If the computer is destroyed, the system stops working. The nanite auto-repair can't repair anything but hull or armor, and won't repair wreck blocks. It will repair only damaged blocks. I would also suggest that the nanite canisters require contact with the nanite computers.
The purpose of the nanite auto-repair system is not to repair in combat, but to automatically repair blocks without having to exit the ship and fly a separate ship around it to repair it, or go into build mode and replace the damaged blocks.
And thanks, schema, for making an enjoyable game.