You have subsystems (supposedly items located in various specific spots around your ship that usually can only be hit directly). These subsystems have a certain damage limit before destroyed/disabled.
You have armor. This should sit on top of subsystems (most, but some are not). This armor (and the armor reinforcement modules) have a certain damage limit until you are destroyed.
The Concept: modules with hull on top (internal modules) have an initial damage variable that is equal to the ship's armor hp. This has to reach 0 before shots begin damaging the module. Overall armor health reduction doesn't affect the specific armor health on a given submodule. This simulates exposing a module so that it can be damaged.
This doesn't appear to be a very complicated behavior and it would go a long way towards fixing the uselessness of armor in general.
As of beta 6 I haven't heard of this being implemented in any form.
You have armor. This should sit on top of subsystems (most, but some are not). This armor (and the armor reinforcement modules) have a certain damage limit until you are destroyed.
The Concept: modules with hull on top (internal modules) have an initial damage variable that is equal to the ship's armor hp. This has to reach 0 before shots begin damaging the module. Overall armor health reduction doesn't affect the specific armor health on a given submodule. This simulates exposing a module so that it can be damaged.
This doesn't appear to be a very complicated behavior and it would go a long way towards fixing the uselessness of armor in general.
As of beta 6 I haven't heard of this being implemented in any form.