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)
Wider Spread (Low A)
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.
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)
Idea | Current | |||||||||||
Armour | Mil Bulk | Cargo | 25% HRP | 50%HRP | 100% HRP | 200% HRP | 50% HRP | Full HRP | ||||
Eagle | 72 | 140.4 | 16 | 238 | 270 | 303 | 335 | 400 | 810 | |||
iCourier | 144 | 280.8 | 30 | 475 | 540 | 605 | 960 | 960 | 1480 | |||
Viper3 | 126 | 245.7 | 22 | 416 | 473 | 530 | 586 | 695 | 1065 | |||
Viper4 | 270 | 526.5 | 50 | 891 | 1013 | 1135 | 1256 | 1235 | 1935 | |||
Cobra3 | 216 | 421.2 | 60 | 713 | 810 | 908 | 1005 | 1320 | 1980 | |||
AspS | 324 | 631.8 | 52 | 1070 | 1216 | 1362 | 1508 | 1410 | 2000 | |||
AspE | 378 | 737.1 | 128 | 1248 | 1418 | 1589 | 1759 | 2285 | 2675 | |||
Vulture | 288 | 561.6 | 56 | 951 | 1081 | 1210 | 1340 | 1300 | 1690 | |||
FDS | 540 | 1053 | 164 | 1783 | 2026 | 2269 | 2513 | 2480 | 3260 | |||
FGS | 630 | 1228.5 | 168 | 2080 | 2364 | 2648 | 2932 | 2385 | 2775 | |||
FAS | 540 | 1053 | 96 | 1783 | 2026 | 2269 | 2513 | 2020 | 2800 | |||
FDL | 405 | 789.75 | 70 | 1337 | 1520 | 1702 | 1885 | 1748 | 2138 | |||
iClipper | 486 | 947.7 | 248 | 1605 | 1824 | 2043 | 2261 | 2115 | 3285 | |||
Python | 468 | 912.6 | 292 | 1545 | 1756 | 1967 | 2178 | 2730 | 3900 | |||
Anaconda | 945 | 1842.75 | 468 | 3120 | 3546 | 3972 | 4397 | 4188 | 5748 | |||
iCutter | 720 | 1404 | 792 | 2377 | 2702 | 3026 | 3146 | 3160 | 4720 | |||
F.Corvette | 666 | 1298.7 | 616 | 2199 | 2499 | 2799 | 3019 | 3385 | 4945 |
Wider Spread (Low A)
|
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.
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