Originally posted by TopAce
But if hundreds of fighters are firing upon a Moloch with Kayser, or Prometheus, and in addition some hornet swarms(which are good against hull), the Moloch has no chance to survive regardless its size. Corvettes are no as big as we can call it a 'monster'.
There already was a thread that dealt with this among with a new damage model.
The suggestion was adding certain armor factors to ships.
I think we could use some D&D statistics to calculate damage:
say you fire a prom with a damage around 20-multply that with a factor between 0 to 1,1.
If the result is lower than 0,1 the shot does not do any damage at all - if it's 1.1 you hit something very sensitive, so the damage should be doubled, tripled or the blow the system in question.
The later would happen if the shot passed another "roll" and still archieved 1.1 so it would be like 1 in a 1000 to make chances realistic.
Furthermore all the ships should have an armor factor that gets substacted from the multyplied damage - so with a puny laser you'd do some real damage only once in while.
Armor could have a damage absorption ratio - an certain percent of the damage would be substracted from each shot.
This percentage on the other hand
would do damage, only it would be substracted from the armor rather than the ships hull or the subsystem.
So in the long term, if you keep pounding a part of the ship, it would inflict more and more damage.
Subobjects shouldn't behave like this.
The later would be hard to achieve - the ships' surface would have to be divided into roughly equal surfaces.
If we used poly the problem would be their size - some are too big, and even assigning a bigger value wouldn't counter that, so it's gona be a hard task.
Moreover certain parts of the ship could contain only a "part of the ship's hull". So the total ammount of hull in percentages dispersed across the hull would refer to around 120-200 percentage of the total hull, so destroying certain parts of a ship would kill it, while it would make do with a blown section.
This could be easier to implement using invisible subsystems containing the ship's hull.
All suggestions are definilty SCP projects, though the first one is only a minor coding issue - I "guess".
The later two are a hell a lot of problem:
-A system could be developed to automatically divide the surface of a ship into equal sections.
-Same goes for hull.
-Both should be controlable. The data should be stored separatly for the sake of backward compabitliy.
-It could be a pain in the *** to do existing models.
-Existing models could be modified - even bigger pain in ***...