Alternative Hull Reinforcement implementation

There's been a lot of discussions recently around HRP, particularly the stacking of them and the high hull values some ships can achieve.

A couple of ideas stuck out at me inparticular:

1)Hull reinforcements should provide a % bonus to armour rather than a flat boost on every ship, so that the armour stat has some meaning.
2)Max stacking should be less effective so that alternative builds are not at such a huge disadvantage to stack as many as possible builds.
3)Bulkheads seem overpriced compared to HRP.
4)Ships with more small slots were better off than ships with fewer bigger slots (due to scaling of 1-5 HRP and the fact 6-8 didn't exist)

Based on these I had a think and came up with the following idea:

1)Hull reinforcements provide a % boost to armour based on a logarithmic function, thus giving diminishing returns with stacking.

2)The function is based on the ratio of (total weight of hull reinforcement packages)/(Maximum Cargohold space). Conceptually I like this as it makes it so that the bigger the ship is, the more hull reinforcement is needed to achieve the same overall benefit.

So the function is ln( A * HRP/CARGO)/B Where A and B are constants chosen to establish the rate of diminishing returns and overall scaling.

3) Bulkheads apply as a multiplier to the armour value AFTER the HRP adjustment. So bulkheads are more important than they are currently.

4) As it goes on Weight, Category E provide more benefit than D, so the maximum of the funcion HRP/CARGO is 2, but this would lead to a very heavy ship. IT also makes category E vs D more of a choice, as currently there is no reason to not go D unless you are very poor or have a bad outfitting screen. (swap letters and adjust cost appropriately)

5) This idea ideally needs the introduction of class 6-8 HRP also.

Here are some examples with different A,B values (please note these are just arbitrarily chosen and not necessarily what I'd suggest, and all numbers include military bulkheads multiplier):

Low spread (High A)
IdeaCurrent
ArmourMil BulkCargo25% HRP50%HRP100% HRP200% HRP50% HRPFull HRP
Eagle72140.416238270303335400810
iCourier144280.8304755406059609601480
Viper3126245.7224164735305866951065
Viper4270526.55089110131135125612351935
Cobra3216421.260713810908100513201980
AspS324631.852107012161362150814102000
AspE378737.1128124814181589175922852675
Vulture288561.65695110811210134013001690
FDS5401053164178320262269251324803260
FGS6301228.5168208023642648293223852775
FAS540105396178320262269251320202800
FDL405789.7570133715201702188517482138
iClipper486947.7248160518242043226121153285
Python468912.6292154517561967217827303900
Anaconda9451842.75468312035463972439741885748
iCutter7201404792237727023026314631604720
F.Corvette6661298.7616219924992799301933854945


Wider Spread (Low A)
IdeaCurrent
ArmourMil BulkCargo25% HRP50%HRP100% HRP200% HRP50% HRPFull HRP
Eagle72140.416190240290340400810
iCourier144280.8303804805809609601480
Viper3126245.7223334205075946951065
Viper4270526.5507139001087127412351935
Cobra3216421.260571720869101913201980
AspS324631.85285610801304152814102000
AspE378737.112899912601522178322852675
Vulture288561.6567619601159135813001690
FDS5401053164142718002174254724803260
FGS6301228.5168166421002536297223852775
FAS540105396142718002174254720202800
FDL405789.7570107013501630191017482138
iClipper486947.7248128416201956229221153285
Python468912.6292123615601884220827303900
Anaconda9451842.75468249631503804445741885748
iCutter7201404792190224002898308331604720
F.Corvette6661298.7616175922202681301933854945

Altering B in the above would increase/decrease the multiplier

As to whether it is better or not I'm not sure I certainly think it addresses the four issues given in the introduction which is a plus in my book though it is more difficult to explain conceptually and in the outfitting screen, it also impacts certain ships more than others and there'd probably need to be a tweak of some armour values (Annaconda I'm looking at you).

I'm not sure what the 'wider issues' with the HRP meta are and if this address any but I'm sure people will enlighten me.
 
Last edited:
1) I agree.


2) Not sure. Bigger ships with a lot of internal should get an advantage dedicating them to HRPs. Now, as already suggested, there could be a limitation, specific to each ship, regarding what slots may or not equip an HRP.


3) Yes. Especially mirrored or reactive which are already not very attractive.


4) Yes, I still don't get why class 6/7/8 HRPs do not exist, and whythe current HP values are so much favorizing the smaller classes.




1) Not a bad idea actually.


2) Wow...this starts to get complicated. If in the end smaller ships are more tanky than bigger ships, then no. And if I have misundertsood you (end of the day at work, am tired) then disregard :)


3) Yes! Oh yes!


4) I would prefer to see:
- rank E provides less hull points, more weight but cost less
- rank D provides more hull points, less weight but cost more
- rank C provides even more hull points, more weight but cost even more
(with a nerf of the current rank E and D for instance)

Currently, using rank E makes little sense, except if you want to maximize your weight for some ramming reasons...


5) Sorry, TLDR...I really need to go home :)
 
Last edited:
2) Wow...this starts to get complicated. If in the end smaller ships are more tanky than bigger ships, then no. And if I have misundertsood you (end of the day at work, am tired) then disregard :)

Basically The variables can be set to give a desired % bonus to hull at a certain ratio with a level of spread. for instance:

60% bonus at 50% cargo given to HRP
80% bonus at 100%
100% bonus at 200%

So under this system small ships are less tanky, high armour combat ships (F*S, iClipper, fdl) are about the same/better and big ships end up less tanky (except Condas due to 945 base armour).

As I said there'd probably need to be some tuning of base armour values on top.
 
I'm not sure about the specifics here (it's been too long a day at work to parse that math, but seriously, well done either way), but anything that discourages single-item stacking is a good thing in my book.

Tweaks to sheild cells do a good job at discouraging their stacking, and were well done. More aggressive NPC AI already does (and will more, I hope) discourage pure cargo rack stacking, now it's HRP's turn.

HRP's were very underpowered, and received a much needed-buff which I appreciate. But for anything game-wise, along with the carrot to encourage use there needs to be a sufficiently weighty stick to discourage over-use.
 
Can't we just have the HeRPes removed from the game along with the SCBs to get a dynamic game again?
Combat just is tedious with them on.

Well I am not sure why they added them to be honest when we already have bulkheads. I do think time to kill would be a bit low with just base health shields however but a bit of a buff across the board could have solved that.

I forgot to put SCBs on my ship last night and had a moment of panic getting shot up by a (npc) wing before my wing jumped in, which was certainly exciting. It would certainly make it harder to solo all content and encourage wings which would be good.
 
If you are talking about any rehash of hull reinforcement and bulkheads, the whole system is flawed from an engineering/ physical standpoint.

How can an 8T HRP mounted inside an internal compartment (for 70k CR) provide twice the structural intergity improvement as fitting a set of 7.5M CR, 30T Reinforced Alloy Bulkheads to my Clipper?

Just nonsense I'm afraid.
 
If you are talking about any rehash of hull reinforcement and bulkheads, the whole system is flawed from an engineering/ physical standpoint.

How can an 8T HRP mounted inside an internal compartment (for 70k CR) provide twice the structural intergity improvement as fitting a set of 7.5M CR, 30T Reinforced Alloy Bulkheads to my Clipper?

Just nonsense I'm afraid.

Yes, yes I am, did you not read the post? :p

I'm suggesting making it so that HRP have a multiplier effect on armour based on the proportion of total internal space given over to them. which makes more sense.

So a 2t package on an eagle has a decent impact but does nothing on a massive cutter which will need ~100t to get the same % boost.
 
I quite like the idea of the HRP's boosting armor %Wise instead of a flat bonus,
as I really find silly the amount of armor you can put on say a cobra Mk4.

Some ideas to give more HRP options :

  • E should be cheap, not very good and standard weight
  • D should be expensive, good and low weight
  • C could be expensive, very good and standard weight.
  • HRP's could give a bonus to internal modules HP's
  • It could be interesting to have a single fittable PowerPlant Armor package, increasing PP HP a lot.
  • It could be interesting to have a single fittable Drive Armor package, increasing Thrusters HP a lot.
 
Yes, yes I am, did you not read the post? :p

I'm suggesting making it so that HRP have a multiplier effect on armour based on the proportion of total internal space given over to them. which makes more sense.

So a 2t package on an eagle has a decent impact but does nothing on a massive cutter which will need ~100t to get the same % boost.

Don't think I was clear; How can bracing out an internal compartment inside of the hull prevent holes being blown in the outer hull more effectively than reinforcing the hull and structure itself. My analogy would be fitting a roll cage inside a car or a steel box in the boot wouldn't mitigate having holes shot in it, but armour plating the body would. It might make the ship more stable during manouvering/ emergency dropouts i.e. high stress situations, or minimise the damage to the compartment itself, perhaps stop rounds passing straight through the structure if it's in the way, but that's it.
 
Tweaks to sheild cells do a good job at discouraging their stacking, and were well done.

The problem is that the tweaks did their job on the big ships, but on smaller ships they're basically useless now. That's not necessarily an issue for the really small ships, but when you're talking about the Viper, Vulture and Courier...it's pretty terrible. These are ships which can easily manage 450-600MJ shields, but the best shield cell you can fit in them barely even refills one ring with a single cell now, while damaging all your internal components. It essentially took those ships from having a decent chance of surviving a fight with a CMDR FDL to having almost no chance.

The one saving grace was that HRPs redressed that balance a bit; if Frontier do a nerfing-pass on those too, those ships become cannon fodder.

Their approach to these things seems really weird. On the one hand, they keep focusing on adding small ships (EDIT: and insisting that they're incredibly useful). On the other, they making changes like the SCB nerf which make it almost impossible to survive in them.
 
Last edited:
i like it. looks amazingly complicated, and is therefore fitting into FDevs way of treating ships stats ;-)

no, really, going through the exampels, it adresses the problem in the right way (for exampel: i don't fit bulkheads on my pve-DBS anymore, because i gain more "HP" with hull-reenforcement for less weight.)
 
Don't think I was clear; How can bracing out an internal compartment inside of the hull prevent holes being blown in the outer hull more effectively than reinforcing the hull and structure itself. My analogy would be fitting a roll cage inside a car or a steel box in the boot wouldn't mitigate having holes shot in it, but armour plating the body would. It might make the ship more stable during manouvering/ emergency dropouts i.e. high stress situations, or minimise the damage to the compartment itself, perhaps stop rounds passing straight through the structure if it's in the way, but that's it.

Ah i see your point. Sorry.

If i had to cone up with an explanation i guess its a matter of what hull represents. I always thought of it as structual integrity, si the loint at which the ship ends up falling apart from the forces put on it from accelerating, pressure differentials etc. So reinforcing inside helps it stay together.

So without hrp the external hull holds the ship together and if compromisrd it falls apart, but with hrp the ship retains stability even with holes in the hull.?

Its really a problem of the game having to simplfy it to a numver rather than a full damage model
 
Can't we just have the HeRPes removed from the game along with the SCBs to get a dynamic game again?
Combat just is tedious with them on.

It will be much more dynamic when a torpedo volley is sent at your Lightweight, unarmored ship, while you're trying to make some credits.
So dynamic your screen instantly changes.
 
I do think Julio has a point, which is being able to use internal modules for combat purposes overrides many aspects of the game. The game play and balance in pvp at least would be completely difference if SCB's / HRPS never existed, the system would probably be easier to balance too. As good an idea as they are being able to use all your internals to stack something will cause issues.

Imagine if you could put an internal in that made additional wep capacity for example, and suddenly you can run 5x beams constantly on every ship, that would have a massive impact on ship balance too and is much the same problem.

But they should add depth, so I'd rather have them and them be balanced properly than just not have them at all :) they just have to do it properly.
 
I do think Julio has a point, which is being able to use internal modules for combat purposes overrides many aspects of the game. The game play and balance in pvp at least would be completely difference if SCB's / HRPS never existed, the system would probably be easier to balance too. As good an idea as they are being able to use all your internals to stack something will cause issues.

Imagine if you could put an internal in that made additional wep capacity for example, and suddenly you can run 5x beams constantly on every ship, that would have a massive impact on ship balance too and is much the same problem.

But they should add depth, so I'd rather have them and them be balanced properly than just not have them at all :) they just have to do it properly.

What i really don't like about the introduction of HeRPes and SCBs is the trend of major MMOification,
the next step is to force into roles of tank,dd,healer when choosing ships.
I just don't want that to happen.

While i can understand the logic behind reinforcing your structural integrity,
i'd rather stick to basic choices of lightweight/reinforce/military and specialized bulkheads.
Why? Simple, the addition of the ability to immensely stack hitpoints does make combat elongated and tedious,
if i want that i can go to other games.
My loadout changed drastically when SCBs first where introduced,
since speed and maneuverability was no longer a suitable means
to keep up with the increased hitpoints.

The firepower simply is not compensating increased hitpoints,
unless you play mindnumbing single weapon builds a.k.a stealth-a-rail.
Now you could argue to improve firepower, make it moddable,
but sorry i don't see it this way.

PB was fine combat and balance wise,
you could engage anacondas in small ships and had the chance of winning
when you were a good pilot.
Remove the steaming pile of HeRPes and SCB attrition to the game
and it will become more interesting, also it will alleviate all the
whining for NPCs to become better/be in wings more often,
due to the removal of lol-easy-mode tanking.

Anti-Wing weapons like the cluster missiles would be a choice then for larger ships,
in order to protect themselves from small craft.
Sadly it seems people want to have this game continue in the same trends they already know.
Ships need to progress, weapons need to be the super-bestest-damage dealers,
hitpoints are not a topic to talk about, because you have them, alot....
Mind numbing gaming without the need of thinking how to approach a certain situation
is just tarnishing the potential and dynamic this game had before release.
 
Last edited:
Back
Top Bottom