You get greater ability to turn and so on with the smaller ship.smaller ships come with their own disadvantages, mostly less system HP, in practise you're just making a heavier ship with the guns of a lighter ship, I agree it looks pretty powerful and should be effective, but since it relies on armor blocks it's limited, because armor is just awful for its weight once the grey bar drops. I still don't see any actual problem with its use, the more you split it up into segments the fewer armor blocks need to be destroyed to render each docked part useless. It will still play hell with missile calculations and beam ticks, but thats an issue inherent in missiles & beams and can't be relied on forever.
Armor just runs into a cap as to what it can stop effectively in terms of weapon group size, which is pretty small for some combinations. I'm a real armor enthusiast but you do need to consider your mass compared what you can fire, not just what you can take. Thats about the biggest downside to multiple very heavy blocks in one small space I can think of.
consider you are building a large ship with 4 thick armor. Use this method and suddenly you just freed up 3 rows of space inside your ship on each hull area. If your ship is say 500m long and 40m or so high that would be 500*40*3 for just one side of now free space to put shields, power, and anything else in you want.
Shields recharge rate formula. R = NR * 5.5 * 0.25 * (1 - 0.5 * S / C)
If you understand this formula the more damage to the shields the greater the recharge rate. S is the current amount of shields C is the max capacity of the shield capacitors. the more shields lef the higher the 0.5 remains. At 100% shields the recharge rate is 0.125 at 0% shields the recharge rate is 0.25 times 5.5 *NR (number of rechargers)
if you have 500K of shields and take a 250K damage your recharge rate is .75*.25*5.5*NR
The displayed quadruple armor system uses the primary ship as a armor holder. That was a bad move under testing should have gone with the 4 docked hulls.
take that same 500K put 100K on the primary ship and 100K on each docked hull. As you know the docked ships have to go below 50% before they get aid from the primary ship.
Assume the same 250K damage distributed over the 4 100K docked systems. That is 62.5K damage to each. making each recharge formula 1-(.375*.5*)*.25*5.5*NR = .8125*.25*5.5 That is a 6% increased recharge rate. Even though you technically have the same shield loss.
Divide it up further and you should see a higher rate increase. In short that is faster shield recovery.
However, don't expect to just slap stuff together and it work. It is going to take testing and balancing to figure out what works best for you and gives you the protection you want. But it gives you more to play with. That quadruple hull space you saved can now be used for added shielding and power.
You could also build the docking section and core where you can eject them from the ship.Hmm, I might try making some ships with this! However, I'd research a self-destruct mechanism for the docked entities first, so that if a rail gets destroyed the plates won't stick around. I guess the docked armour could all be on the outside and get shot off a launch rail if some activators get shot down.
Also, 10/10 best new terrain for cars with spinning wheels!