Currently, armor exists as
something else entirely. I'm hoping to expand this to behave as you'd expect -- in theory, armor could be made to behave just like a second set of non-regenerating shields. However it's a lot of work and I'm in the middle of a few things, so I haven't got anywhere past the looking through the code to see what would need to be changed. Perhaps someone else might take it up... but if not, I may tackle it in a couple months.
One little problem I just noticed... ideally we'd like weapons to have an $Armor Factor that behaves similar to
$Shield Factor. Problem is, there's already something named $Armor Factor which is the hull! If we're lucky we can work around this with some clever tweaking by adding an optional $Hull Factor setting, or something else. Dunno yet.
We'd also have to have a setting for WCSaga's sake where certain subsystems like turrets are not protected by the armor.