As it stands armour is completely inferior against shields and finds it's primary use as the aesthetically pleasing single layered shell of all most every ship design in star made. Armour has no other exceptional practical purpose.
I propose two solutions, both relatively similar yet the later more code intensive and complex.
These solutions plan to have armour behave differently than shields so that they both have different practicalities.
a)
give armour a chance to deflect weapons with ballistic behaviour, currently the only one being anti matter (yes I know realistically antimatter does not behave like this, but come on, its super future space armour!).
This will also give missiles situations where they will be valid over AM as they will have a 100% chance of inflicting damage whilst AM has the possibility of being deflected. The orientation of the surface hit has no effect on the chance of the munition being deflected. This brings me to my second suggestion.
b)
with all of the same characteristics of suggestion a), save for surface orientation, Have the probability of munitions being deflected increase and decrease depending on the orientation of the surface being hit.
If the surface is angled away from the direction of the munition it has just come into contact with, the munition will have a higher chance of deflecting, but if the munition hits more directly and head-on, the chance of deflection decreases. Along with this the more layers of armour, the higher the chance of deflection. Much like how modern armour behaves.
personally I prefer suggestion a) but I feel as if it was worth throwing out there.
With theses implementations I believe that armour would not only be effective enough to no longer be pointless, but with proper balancing armour and shields would work great in conjunction with each other as they will have separate roles, perhaps armour being great against rapid fire weapons like AM's as the rapid fire would be reduced considering that a portion of the bullets would not even have an effect. making armour great for reducing the amount of shields reduced, whilst missiles might have a roll as armour destroyers so the now armour-free hole can be target with more shield effective weapons.
So in summary the major outcome of this is weapons will figuratively be divided into 3 different categories.
1) weapons effective at destroying armour.
2) weapons effective at diminishing shields.
3) weapons that are relatively efficient at destroying armour and diminishing shields but are not extensively good at either.
If put into effect I can envision ships being designed around particular roles with certain ships being better against some and weaker towards others. this would help add brand knew considerations into ship builds.
I understand this suggestion is not entirely flawless, in fact there are some gaping holes in the concept.
Please help add and revise. Thank you.
- jaakl
I propose two solutions, both relatively similar yet the later more code intensive and complex.
These solutions plan to have armour behave differently than shields so that they both have different practicalities.
a)
give armour a chance to deflect weapons with ballistic behaviour, currently the only one being anti matter (yes I know realistically antimatter does not behave like this, but come on, its super future space armour!).
This will also give missiles situations where they will be valid over AM as they will have a 100% chance of inflicting damage whilst AM has the possibility of being deflected. The orientation of the surface hit has no effect on the chance of the munition being deflected. This brings me to my second suggestion.
b)
with all of the same characteristics of suggestion a), save for surface orientation, Have the probability of munitions being deflected increase and decrease depending on the orientation of the surface being hit.
If the surface is angled away from the direction of the munition it has just come into contact with, the munition will have a higher chance of deflecting, but if the munition hits more directly and head-on, the chance of deflection decreases. Along with this the more layers of armour, the higher the chance of deflection. Much like how modern armour behaves.
personally I prefer suggestion a) but I feel as if it was worth throwing out there.
With theses implementations I believe that armour would not only be effective enough to no longer be pointless, but with proper balancing armour and shields would work great in conjunction with each other as they will have separate roles, perhaps armour being great against rapid fire weapons like AM's as the rapid fire would be reduced considering that a portion of the bullets would not even have an effect. making armour great for reducing the amount of shields reduced, whilst missiles might have a roll as armour destroyers so the now armour-free hole can be target with more shield effective weapons.
So in summary the major outcome of this is weapons will figuratively be divided into 3 different categories.
1) weapons effective at destroying armour.
2) weapons effective at diminishing shields.
3) weapons that are relatively efficient at destroying armour and diminishing shields but are not extensively good at either.
If put into effect I can envision ships being designed around particular roles with certain ships being better against some and weaker towards others. this would help add brand knew considerations into ship builds.
I understand this suggestion is not entirely flawless, in fact there are some gaping holes in the concept.
Please help add and revise. Thank you.
- jaakl