Armor for the Power plant. Is it a good idea?

We all go for the power plant now. Don´t we? I do, most of the time. Specially on the big ships like Python and Anaconda.
But shouldn´t there be a mod to armor the power plant so it doesn´t get targeted every time for easy kills. This would make the big ships more of a challenge. So lets say an Elite Anaconda interdicts you. You take up the fight and target its power plant, but to your surprise you find out its heavily modded with extra armor, and can now withstand heavy dmg. You have to find other ways to kill the Anaconda, this Anny wont go down easily. What do you think about such an option? Make it a very rare upgrade which may be obtained with certain rep or knowledge. Maybe an unique drop in a USS.
 
Not only that, but critical internal component like power plant would never be exposed like it is now on any military vessel. Targeting system is made trivial by giving all ships two health bars and one of them being shorter than the other. You either shoot the FSD if you are pirating or power plant if you want to kill the target and that´s it.
 
Last edited:
I don't think armor for specific modules is necessary, though I would not be opposed to armored bulkheads reducing penetration by a modest degree.

Ship selection, module selection, and piloting/tactics are the best ways to avoid getting your PP shot out, and should remain so. Anaconda and Asp have very exposed PPs, but most ships aren't nearly so bad.

Is that true? Has been tested in some way that "more weight = more resistance" ?

Not exactly, but B grade modules generally are listed as having higher integrity values, and are actually more durable when tested.
 
Last edited:
There is - grade B powerplants. It's heavy because it's armoured.

It also provides less power. Not really much of an option for many combat ships.

I like the idea of module reinforcement upgrades. It would add more variety to the outfitting options.
 
We all go for the power plant now. Don´t we? I do, most of the time. Specially on the big ships like Python and Anaconda.
But shouldn´t there be a mod to armor the power plant so it doesn´t get targeted every time for easy kills. This would make the big ships more of a challenge. So lets say an Elite Anaconda interdicts you. You take up the fight and target its power plant, but to your surprise you find out its heavily modded with extra armor, and can now withstand heavy dmg. You have to find other ways to kill the Anaconda, this Anny wont go down easily. What do you think about such an option? Make it a very rare upgrade which may be obtained with certain rep or knowledge. Maybe an unique drop in a USS.

When they first talked about (back in beta) allowing damage to go to modules I proposed that it was logical that ship builders (knowing that modules could be damaged) would arrange it so that the less vital modules would take the damage first, sacrificing themselves to preserve the more critical ones. Nothing came of that, but perhaps a "damage priority fixture" could be sold to do the same thing?
 
It also provides less power. Not really much of an option for many combat ships.

The hit to power is not extreme, and many combat ships would be hit harder by the reduction in heat efficiency.

There are two "combat" ships that have unusually vulnerable power plants: the Anaconda and the Vulture. Both of these ships have extremely powerful shielding for their respective classes and those flying them should not be allowing their shields to collapse regularly.
 
I'd say that bulkhead upgrades could be changed to include higher damage resistance for most internal modules. I don't recall them helping survivability of modules what so ever, kind of defeating the point.
 
Not only that, but critical internal component like power plant would never be exposed like it is now on any military vessel.

Death Star....

I digress, maybe the ease simulates fire going through the open exhaust vents.
An interesting choice over yet more weight Vs durability(armour) would be silent running closing the armour over the power plant 'weak points'
The only issue with this is the shields not recharging, but if some jiggling was done that exhaust vents could be closed while the shields recharged still or even a full separation between closing the vents and true silent running we might be in business.
Not really a viable tactic for the small ships that are maneuverable, but for the big ships 'buttoning up' while getting hammered by ships you can't see would be an interesting tactic at the loss of some defensive capability.
 
Last edited:
There are two "combat" ships that have unusually vulnerable power plants: the Anaconda and the Vulture.

Just out of curiosity, are you actually bothered to target a Vulture's reactor? I find myself not on anything below Dropship. Which, incidentally, has an extremely exposed plant completely defeating the purpose of its ridiculous armour. Still nothing compared to the Asp though where any random hail of bullets from any angle hits the power plant with zero effort. It's almost laughable.
_
I'd like to see something done about it. Either introduce a greater benefit / penalty scale on modules or remove the 'headshots' altogether. E.g. cripple the target rather than making it go pop straight away.
 
The hit to power is not extreme, and many combat ships would be hit harder by the reduction in heat efficiency.

There are two "combat" ships that have unusually vulnerable power plants: the Anaconda and the Vulture. Both of these ships have extremely powerful shielding for their respective classes and those flying them should not be allowing their shields to collapse regularly.

Really, the Vulture just hasn't got enough power to run effective shield cells. In pvp my Vulture's shields go down pretty quickly (against FDLs or Clippers and FDLs). I have to rely on my mirrored armour and hull packs to keep me in the fight.
 
Back
Top Bottom