Greetings Commanders,
Recently and over time, we've seen a fair amount of discussions regarding game mechanics, such as damage and defenses. Mark Allen joins us today to discuss such!
I definitely like what I see here. The process looks very solid, but I think there are a few specifics that need some tweaking. The big one that stands out is step #3. I was actually just talking about this to my boyfriend the other day. Was trying to think of a way to make hull more relevant, but also keep module-sub targeting possible. The current implementation using the remaining hull % to bias an RNG is decent, but I think no matter how well it's balanced, will always feel a little clunky. With this, you have the chance of shots just sailing through a more-or-less untarnished hull totally unimpeded. Additionally, you have the chance for a barely-together swiss cheese wreck of a hull to completely and absolutely block a shot from making any progress. On average things will work out, but on a shot-by-shot basis, things will occasionally look really silly. These "critical hits / critical fails" can also be very frustrating to the player, not unlike the situation you mentioned re the hull reinforcement packages. If I land a shot dead on target, from the right angle, on a target with a crippled hull, I am confused and irritated when I watch it do 0 internal damage.
What I propose instead would be to remove the RNG from step #3 (have weapons always technically "penetrate"), and have the remaining hull percentage instead modify the base penetration depth mentioned in step #5. The more hull remaining, the smaller the base penetration depth. Once you've got the values adjusted right, you can get things to behave on average identically to your current implementation, but the shot-by-shot case will be a lot more consistent and predictable. Being at nearly full health would lead to only the most armor piercing weapons being able to travel a significant distance through the hull, and being at almost no health would mean most weapons can get to your modules with relative ease. I think this would feel a lot smoother and reliable, and take away the effective "random critical hits / critical fails" that the current system gives rise to.
Another unrelated and much more minor change I suggest is to adjust the "chance to be hit" of modules described in step 6 to be 0 when the module is completely destroyed. As it is, if your shot hits an already destroyed module, a lot of it is effectively wasted. ~20% goes to the hull, and the remaining ~80% dumps into the already-at-0 module. It would be nice if such shots instead hit some other eligible module, and if none are available, just did full damage to the hull. Since you can't see that you did any damage to an already-destroyed module, you once again run into the issue described re the hull reinforcement packages having hitboxes. Your shot appears to randomly do drastically reduced damage for no apparent reason.