i'd like to suggest two, i think quite easy to implement, additions to the engine here, if i'm not simply too blind to see them that is
first a WEAPON flag that allows only a certain percentage (the amount should come with the flag) of damage to pierce the shield, the rest damaging the shield as usual
second a SHIP flag that allows the shield of this ship to absorb a certain percentage (the amount should come with the flag too) of damage from shield piercing weapons, so circumventing the shield piercing for this ship only
both pierce values could be % based or flat damage, which then gets converted to shield damage (or both options available to choose from)
if it is % based then a ship with 100% absorption would be immune to shield piercing completely; same if the flat damage value is higher than the weapon damage of the weapon firing on the shield
to calculate the actual final damage to the shield, the shield damage value of a weapon should be used then, instead of the hull damage value that is being used to calculate the damage that pierces through the shield to the hull itself; this calculations might work better with % based piercing values
if a ship with partial piercing weapons fires on a ship with partial absorption, the weapon piercing should be calculated first, and the remaining pierce damage then further reduced by the amount the shield absorbs piercing
i see a lot of fun weapons and ship ideas coming out of this possibility, and with what is i hope limited effort to implement
please let me hear your opinion on this idea
