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Unlike other variants this one doesn't rely on any changes to behaviour of weapons, mods and the like. Though it probably doesn't need any AHP due to exponential scaling of HP on blocks. In theory all calculations for armour should be done during ship construction or rebooting.
Upon placing an armour block system checks all three axes for adjacent armour blocks and counts them. It then places a modifier on HP (or resistance to damage) of armour blocks that have other armour blocks adjacent on each of the axes. If number of adjacent blocks is not equal by axes it will choose the lowest number of blocks on one of them.
Let's take this picture as example (though I used hull blocks for illustration) and use power 1.5 as exponential modifier for our HP.
1st Image: Minimum number will be 0 blocks on two axes, so not one of showed blocks will get modified HP.
2nd Image: Most of the blocks will have their HP unadjusted but central block will have 4 other support blocks on each of the axes. So its HP will be (BaseHP*(1+4)^1.5 or 11.18 times it's standard amount of HP. That means that a normal 100 HP block will now have 1118 HP.
3rd Image: Each of the blocks in the cube has 4 support blocks of armour meaning that each one of them will now have 1118 HP.
4th Image: While the armour still has the same width and height its thickness is only 2 blocks, so each of the armour blocks in the plate will have 282 HP.
Ideally standard armour should have better starting stats being more effective if you want to have not so thick and comparatively light armour plating. Advanced armour will have worse basic stats but better scaling with the number of support blocks overcoming standard armour in effectiveness per volume at around 5 blocks and by mass at around 10 blocks.
Upon placing an armour block system checks all three axes for adjacent armour blocks and counts them. It then places a modifier on HP (or resistance to damage) of armour blocks that have other armour blocks adjacent on each of the axes. If number of adjacent blocks is not equal by axes it will choose the lowest number of blocks on one of them.
Let's take this picture as example (though I used hull blocks for illustration) and use power 1.5 as exponential modifier for our HP.
1st Image: Minimum number will be 0 blocks on two axes, so not one of showed blocks will get modified HP.
2nd Image: Most of the blocks will have their HP unadjusted but central block will have 4 other support blocks on each of the axes. So its HP will be (BaseHP*(1+4)^1.5 or 11.18 times it's standard amount of HP. That means that a normal 100 HP block will now have 1118 HP.
3rd Image: Each of the blocks in the cube has 4 support blocks of armour meaning that each one of them will now have 1118 HP.
4th Image: While the armour still has the same width and height its thickness is only 2 blocks, so each of the armour blocks in the plate will have 282 HP.
Ideally standard armour should have better starting stats being more effective if you want to have not so thick and comparatively light armour plating. Advanced armour will have worse basic stats but better scaling with the number of support blocks overcoming standard armour in effectiveness per volume at around 5 blocks and by mass at around 10 blocks.
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