I used military class bulkheads in the Cobra and the Asp that I owned some time ago. They served really well. I was able to live to fight another day againgst large ships because my hull took the damage long enough for me to flee!
Now I have a Python. Military Class bulkheads cost 50.000.000 credits!!! I started trading to make 50m to buy those bulkheads...
Then I made the math...
10% damage on the Python's hull cost around 200.000 credits.
Typically, when my shields fail I run!
Even the best armed ship cannot hurt a fleeing Python more than 20-30%, even 50% for the arguments sake...
Fleeing with a 50% damaged Python is something that does not happen very often.
50% hull damage would be 25% with military bulkheads.
In the case above the repair cost is 1.000.000 (light alloy) or 500.000 credits(military).
So, bulkheads start saving you credits after you flee 100 times with 25% damage!
Plus, the insurance is 2.500.00 more credits with the military class bulkheads, so a stupid boost against something solid will cost 2,5m more because of them....
Speaking of game imbalance. Python's buklheads are insanely expensive!
Now I have a Python. Military Class bulkheads cost 50.000.000 credits!!! I started trading to make 50m to buy those bulkheads...
Then I made the math...
10% damage on the Python's hull cost around 200.000 credits.
Typically, when my shields fail I run!
Even the best armed ship cannot hurt a fleeing Python more than 20-30%, even 50% for the arguments sake...
Fleeing with a 50% damaged Python is something that does not happen very often.
50% hull damage would be 25% with military bulkheads.
In the case above the repair cost is 1.000.000 (light alloy) or 500.000 credits(military).
So, bulkheads start saving you credits after you flee 100 times with 25% damage!
Plus, the insurance is 2.500.00 more credits with the military class bulkheads, so a stupid boost against something solid will cost 2,5m more because of them....
Speaking of game imbalance. Python's buklheads are insanely expensive!