From the Suggestions Forum, where I looked at the larger issue:
First let me say that the armor info posted at the end was done my by "Guild" mates, not me. But that info, plus discussions on shields and shield batteries, the nerfing of torpedos, etc, triggered the following observations.
Under the current system, armor plays little if any role in combat. Losing the shields means for most commanders a quick exit from combat. This is surprisingly unsatisfying, and results in an over reliance on shield batteries.
Moreover, missiles and torpedoes, which are only effective if shields are down, are not a very smart choice for the majority of CMDRs. Some adjustment must be made to make them useful.
Lastly, the removal of insta-death on power plants highlighted the problem of the uselessness of targeting individual modules, even though this ought to be the hallmark of a good commander, picking the right subsystems to disable.
So I would recommend the following tweaks:
- Major buffing of the armor. Ships should be able to soak much more damage than the currently can. I would suggest a 4 to 10X buffing of armor.
- Reduction of shield battery effectiveness. There are many ideas out there, pick one.
- Adjusting of Torpedoes, such that several could take out a small capital ship like the Python or Anaconda. 4 to 6 for the python, 9 to 12 for the Anaconda. based on the relative armor strength of each with Military Grade armor. That works out to about 200 to 250 armor damage per Torp.
- Missiles to get same relative boost in strength. It would take an ungodly amount of of them to take out a large ship with missiles, they would be better for knocking an Asp or FDL down to size.
- Leave other weapons the same. This means destroying a large ship with just direct fire weapons would be a significant task. Daunting, even, given the size of the new ships coming in 1.5/Horizons.
- Ramming may need to be looked at. Given a big buff in armor it won't be effective as it is today. That may or may not be a good thing.
- Hull needs to be better protected by armor, although that might happen automatically if you buff the armor as I am suggesting.
That means for a pilot without torpedoes they are going to have to take out subsystems to cripple the ship before destroying it. This puts subsystems back on the menu for methods of destroying larger ships.
It also makes armor types much more critical, see below on results of testing existing armor types.
The consensus from the testing is that small ships may want to run Mirrored armor, since energy weapons track them better than projectile. Likewise, large ships are likely to get hammered by projectile weapons and Torp/missile, so Reactive armor is probably better.
Middle of the ground ships are going to have to decide if their style keeps them protected from projectile, like in an FDL, or if they need to protect against energy weapons as well because of their size, like a Clipper. For mid range ships, Military might be the best option.
Recap:
Fix shields so that they are not the end all of combat.
Buff armor so that weapon type is more important.
Also buffing armor makes subsystems more critical for some weapon types.
Reactive and Mirrored become clear options and not afterthoughts. Right now armor is so weak all it does is protect you while trying to jump out.
Here is the raw data from armor testing:
Testing was performed today on all five grades of armor vs a gimbaled C3 laser in fixed mode. The test was conducted at the same target point on the ship (to the right of the clipper's cockpit so as to not breach the cockpit glass), from a distance of 500m, and a stop watch used to determine how long it took to bring the hull down to 60 percent.
The results are informative:
Single C3 gimbaled laser in fixed mode (target cleared) at 500m:
Lightweight = 20 seconds to 60 percent remaining hull
Reinforced = 20 seconds to 60 percent remaining hull
Kenetic = 20 seconds to 60 percent remaining hull
Military grade = 30 seconds to 60 percent remaining hull
Mirrored = 60 seconds to 60 percent remaining hull
The basic math:
in this example, a c3 gimbaled laser (fixed mode) vs a clipper:
Hull unit = (2.5 x time above)* / 10
*2.5 x time above = 100% of hull = destroyed.
Lightweight 5 hull units - mirrored/reactive = big repair bill**
Reinforced 5 hull units - mirrored/reactive = minor repair bill**
Military 7.5 hull units - mirrored/reactive = nominal repair bill**
Mirrored 15/5 hull units - mirrored/reactive = nominal repair bill**
Reactive 15/5 hull units - reactive/mirrored = nominal repair bill**
**at 60 percent hull
Mirrored / Reactive armor is a 100 percent gain over Military for the type of protection it's good against with only a 33 percent loss vs Military against it's weakness.
I'm thinking this metric will be similar for kinetic weapons vs armors, but as of now it's untested.
CMDR Undermoose
Sergeant
The White Templars