This is a quick hack I coded into the game that increases the durability of heavily armoured sections. If the damage of the incoming attack is less than 1% of the target section's current
HP, no damage is done. Yes, that means armour effectiveness is reduced as it takes damage.
This means you are forced to use heavy weaponry to engage heavily armoured targets, but can still use smaller weapons to finish off weakened targets or exploit vulnerabilities such as weaker flank armour.
400 HP is just enough to foil vulcan fire, and a minimum of 800 HP is needed to stop heavy vulcan fire, as long as no heavier damage is dealt out. A massive 2000 HP is required to nullify the firepower of even the basic autocannon.
This armour rating is ignored by railguns, beams and explosive/area-effect weapons like artillery. This means massed vulcan fire is no longer a viable strategy for engaging intact, heavily armoured warships. Demeters may also be able to ignore armour ratings.
This does not
reduce the effectiveness of incoming shots that exceed the armour rating - they will still deal full damage. Thus you can still kill heavy targets with weaker weapons, you just need to soften them up with heavier guns first.
It also applies to turrets and modules due to the way the code works, but they have so little health compared to armour that everything should be able to damage them.
If you have any thoughts on this, please let me know here.Ed:
If you want to experiment with it, you can get the branch build here
. Let me know if you find any weird bugs.Ed 2:
When I say any thoughts, I mean any, btw. The hack is pretty flexible since it's so simple right now. For example, I think
I could adjust it to halve/quarter/otherwise reduce incoming damage of insufficient power rather than ignore weak hits altogether. What I don't want to do is reduce all incoming damage by a certain amount, as that would radically alter combat resolution.
At the suggestion of LactoseTolerant and my own thoughts, I've implemented rounding on the armour ratings. This means 400 total HP will protect against standard vulcan hits until current HP is reduced below 350. This way one autocannon shell won't instantly open the door to being slowly torn apart by vulcan fire, but it shouldn't significantly impact wearing down either.