Give Stronghold Carrier Power Capacitors 16,000 Armor Hardness

Stronghold Carriers seem to be almost comedically weak. I was watching this video
, and as you can see, it only takes one pacifier shot to kill them. That makes them almost impossible to defend, as anyone can just fly around blowing them all up in rapid succession.

This got me thinking about Torpedoes as well, and that gave me the idea; why not make Torpedoes especially good at killing these? Torpedoes have 10000 armor piercing(up to 16000 with Sturdy), and really should be the ideal way to attack these.

Give Power Capacitors, say, 50 integrity and 16000 Armor Hardness. This means 1 torpedo can kill one, but it would take ~30-40 seconds of attack from other weapons to achieve the same goal. Of course, the merit reward for blowing one up would need to be increased accordingly, maybe up to a couple hundred.

But this way, defenders have a much better chance of actually defending the stronghold carriers.
 
I'm not sure you fully grasp how crazy this would be given how armor hardness works.
Final Damage = Weapon Damage * (Weapon Armor Piercing / Ship Armor Rating)

Using the example of a Huge Plasma Accelerator (G5 Efficient) in this formula, here is what the damage would look like.
155.2 * (100/16,000) = 0.97 Damage. So about 50 shots, or about 237 seconds to kill one with a huge PA including reload times!

If we look at your example of an overcharged pacifier with all 12 projectiles hitting, its even sillier.
80.4 * (45/16,000) = .226 Damage per trigger pull, or 221 trigger pulls needed to kill one such module.

Even if we use a full set of 5 overcharged gimbaled Multi-Cannons on a Fer de Lance with corrosive application, we still get something crazy
4 (14.4 * (57 / 16,000) ) = .205 Sustained Damage per second
32.9 * (88 / 16,000) = .181 Sustained Damage per second
Total: .386 Sustained Damage per Second, or 130 seconds until it dies.
If doing this alone, with nearly the whole instance of NPCs+Carriers on you, this is a very high ask, not to mention runs the risk of running out of ammo after only one or two of these.

You'd effectively eliminate player choice in this activity down to sturdy Torpedo pylons.
 
Do bear in mind, assaulting these things is supposed to be a multiplayer activity. So having it be inconvenient for a solo player isn't necessarily a game breaker.

That said, you could tweak it around a bit as needed. The main objective would just be A: Giving defenders a chance to actually defend them, and B: Making torpedoes useful!
 
Not sure about the numbers themselves, but I do appreciate the rule of cool.

Torpedoes.jpg
 
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