How about add a new base ship stats that can modify base hull mass. Treat it like an armor but with different qualities. This would be in the core internals section as opposed to optional internals. It would also be damaged like a module instead of like armor. This is because it is under the armor like modules. Structure HP max values with max modifiers could also potentially always be roughly the same as max integrity if taken to the extreme. This means smaller ships can get bonuses because they can use more exotic materials as smaller ships and get much larger bonuses naturally.
Structure Basic:
Mass: Same as base ship
Structure HP: 5-10x base hull mass?(possilby *7.5, cutter would have base 8250 structure HP. UP to 9,000 with the below examples max)
Engineer Modifiers:
Lighten: -x% hull mass; -x% structure HP. (possibly -10%)
reinforce: +x% hull mass; +x%Structure HP; +MRP armor(Half of base hull mass value); +MRP defense percentage(half of best available E version)
Resisttant: +x% hull mass; +x%structure HP; + armor res
The new structure is equivalent to 5-10x the hull mass to go with the 10x bonus that MRP armor gets. And Structure is repaired by MRP at 10X just like MRP armor. Or better yet. Structure is protected by MRP armor and takes full damage and is not repaired in combat or is repaired at a normal or only double/tripple rate by MRP... Not sure. It would be enough to give repairs and use for larger MRP. It could possibly be repaird by repair drones at increased rate if needed also so you have to methods of repair for structure.
Structure will actually blow up your ship when removed completely. It will act like power plants used to.
As for reinforced it would add basic MRP to a non slot. If it's a cutter it would add up to 15% protection and Half the MRP armor for the new hull mass value. Lets assume it adds 9.090909...%. That means the new value is 1,200 base hull mass and it gains 600 MRP armor. That means: 1,200 Base hull mass, 6,000-12,000 Structure HP, +15% MRP protection; +600 MRP armor for a cutter.
As for resistance it could add half the Base Hull Mass divided by 5,000-7,500 to the base armor resistance universally(AKA it might be the only one to add absolute value. Or not if that is unbalanced). So if it adds the same hull mass as a cutter it gets: 1,200 Base hull mass, 6k-12k Base structure hp, +16%-+24% all armor res. Possibly reducing absolute damage.
Each ship would get different results as it has different base stats. Or it could be changed to have static values for all ships as far as res and MRP bonuses go for the most part. Particularly armor bonuses.. Then determined by available grading like other items. Although the structure HP should still be based on hull mass.
Another option is to have hull structure at 1x base hull weight. But have certain types of ships get double or tripple or higher structure because they are light weight etc. Lets say small ships like the eagle get a special structure material that amplified their structure HP by a larger amount so they don't die instantly in combat. Structure HP's purpose is to wear down in long term engagements. It's readding the ability to be popped by penetrating damage like how power plants did but with more HP involved to kill it. In fact the 2x or higher bonus to structural HP could be applied to smaller ship regardless. Say an eagle has 20-30xBaseHullMass.
Mind you these are just possible examples. Change the idea as needed to make it work.
And if you really wanted to be spiffy, reduction in structure actively reduces base hull mass. Meaning the more you are damaged the better chance you have to get away as you weight reduces more and speed and agility increase.
Another option is it's not protected by all MRP. But only the MRP from it's engineering mods... Which would/could then be only applicable to itself and not other modules.
Edit: another value besides 10x would be armor resistance values divided by 7,500 and base structure of Base Hull Mass*7.5. This makes base structure HP equal to basically max integrity in the extreme.
This all assume integrity is armor and not structure itself.
On top of this changes to shields so it revovles around surface are of the shield instead of mass might make combat more interesting. And get rid of overly large shields... Or would it make more powerful shields. I guess it depends if it's ship suface or a large bubble around it.
Examples:
Hauler: 14 BHM*7.5=105*16.5=1732.5 BaseStructureHP. This is near the max value of 1737 max integrity. This is assumed to be from special alloys.
Eagle: 50BHM*7.5=375*4=1500 Base Structure HP
Fer De Lance: 250BHM*7.5=1875*1.6...=3000BSHP
Vulture: 230BHM*7.5=1725*1.8=3105BSHP
Clipper: 400BHM*7.5=3000*1.6=4800BSHP
Anaconda: 400BHM*7.5=3000*3.0=9000BSHP
Cutter: 1100BHM*7.5=8250*1=8250BSHP
Federal Corvette: 900BHM*7.5=6750*1.28=8640BSHP
Type10: 1200BHM*7.5=9000*1=9000BSHP
*The different highlighted numbers represent what happens if you do this in one of two ways noted above. If simply BHM*7.5 or adjusted to match max integrity. BTW, the use of only 7.5 Multiplier would basically ensure the need for MRP and/or AMFU on the ship. This could be partially accomplished via an engineering mod. Using the larger value makes ships blow up after long term use from structure loss. This could replace armor death but it would extend combat without more modifications like increased damage to structure or less structure for balance.
Structure could also take increased damage from weapons or simply have less of it to balance.
The other option is to remove structure HP all together and leave the rest so it simply modified existing values and enhances the current game. It is much simpler that way. And allows better lighter ships or heavier more protected ones. Or replace integrity with structure and make an armor like MRP for structure and res.
I'm missing the most obvious thing of all. which I originally thought of then forgot. The HP of the structure module would be a direct link to the hull weight. So, it's already a module... If it dies your ship dies. But it would have more HP in most cases. Some ships like the hauler would have less. Others would have more. It's a matter of how much HP the module gets per ton. And it's natural placement. Which I assume is everywhere... Hence how much should it get. I think you would have to consider what it is made up and what HP is. The engineering focuses could change the HP drastically by changing the alloy and hence the multiplier or whatever also. you could always go with a structure modifier like armor hardness but it can go below one or above one for reduced or amplified damage to the structure hp stat.
^This is probably the best version of the idea! Adjust the types of engineering mods and values as needed. The names reinforced and resistant should probably be reversed to match the existing mods.
Structure Basic:
Mass: Same as base ship
Structure HP: 5-10x base hull mass?(possilby *7.5, cutter would have base 8250 structure HP. UP to 9,000 with the below examples max)
Engineer Modifiers:
Lighten: -x% hull mass; -x% structure HP. (possibly -10%)
reinforce: +x% hull mass; +x%Structure HP; +MRP armor(Half of base hull mass value); +MRP defense percentage(half of best available E version)
Resisttant: +x% hull mass; +x%structure HP; + armor res
The new structure is equivalent to 5-10x the hull mass to go with the 10x bonus that MRP armor gets. And Structure is repaired by MRP at 10X just like MRP armor. Or better yet. Structure is protected by MRP armor and takes full damage and is not repaired in combat or is repaired at a normal or only double/tripple rate by MRP... Not sure. It would be enough to give repairs and use for larger MRP. It could possibly be repaird by repair drones at increased rate if needed also so you have to methods of repair for structure.
Structure will actually blow up your ship when removed completely. It will act like power plants used to.
As for reinforced it would add basic MRP to a non slot. If it's a cutter it would add up to 15% protection and Half the MRP armor for the new hull mass value. Lets assume it adds 9.090909...%. That means the new value is 1,200 base hull mass and it gains 600 MRP armor. That means: 1,200 Base hull mass, 6,000-12,000 Structure HP, +15% MRP protection; +600 MRP armor for a cutter.
As for resistance it could add half the Base Hull Mass divided by 5,000-7,500 to the base armor resistance universally(AKA it might be the only one to add absolute value. Or not if that is unbalanced). So if it adds the same hull mass as a cutter it gets: 1,200 Base hull mass, 6k-12k Base structure hp, +16%-+24% all armor res. Possibly reducing absolute damage.
Another option is to have hull structure at 1x base hull weight. But have certain types of ships get double or tripple or higher structure because they are light weight etc. Lets say small ships like the eagle get a special structure material that amplified their structure HP by a larger amount so they don't die instantly in combat. Structure HP's purpose is to wear down in long term engagements. It's readding the ability to be popped by penetrating damage like how power plants did but with more HP involved to kill it. In fact the 2x or higher bonus to structural HP could be applied to smaller ship regardless. Say an eagle has 20-30xBaseHullMass.
Mind you these are just possible examples. Change the idea as needed to make it work.
And if you really wanted to be spiffy, reduction in structure actively reduces base hull mass. Meaning the more you are damaged the better chance you have to get away as you weight reduces more and speed and agility increase.
Another option is it's not protected by all MRP. But only the MRP from it's engineering mods... Which would/could then be only applicable to itself and not other modules.
Edit: another value besides 10x would be armor resistance values divided by 7,500 and base structure of Base Hull Mass*7.5. This makes base structure HP equal to basically max integrity in the extreme.
This all assume integrity is armor and not structure itself.
On top of this changes to shields so it revovles around surface are of the shield instead of mass might make combat more interesting. And get rid of overly large shields... Or would it make more powerful shields. I guess it depends if it's ship suface or a large bubble around it.
Examples:
Hauler: 14 BHM*7.5=105*16.5=1732.5 BaseStructureHP. This is near the max value of 1737 max integrity. This is assumed to be from special alloys.
Eagle: 50BHM*7.5=375*4=1500 Base Structure HP
Fer De Lance: 250BHM*7.5=1875*1.6...=3000BSHP
Vulture: 230BHM*7.5=1725*1.8=3105BSHP
Clipper: 400BHM*7.5=3000*1.6=4800BSHP
Anaconda: 400BHM*7.5=3000*3.0=9000BSHP
Cutter: 1100BHM*7.5=8250*1=8250BSHP
Federal Corvette: 900BHM*7.5=6750*1.28=8640BSHP
Type10: 1200BHM*7.5=9000*1=9000BSHP
*The different highlighted numbers represent what happens if you do this in one of two ways noted above. If simply BHM*7.5 or adjusted to match max integrity. BTW, the use of only 7.5 Multiplier would basically ensure the need for MRP and/or AMFU on the ship. This could be partially accomplished via an engineering mod. Using the larger value makes ships blow up after long term use from structure loss. This could replace armor death but it would extend combat without more modifications like increased damage to structure or less structure for balance.
Structure could also take increased damage from weapons or simply have less of it to balance.
The other option is to remove structure HP all together and leave the rest so it simply modified existing values and enhances the current game. It is much simpler that way. And allows better lighter ships or heavier more protected ones. Or replace integrity with structure and make an armor like MRP for structure and res.
I'm missing the most obvious thing of all. which I originally thought of then forgot. The HP of the structure module would be a direct link to the hull weight. So, it's already a module... If it dies your ship dies. But it would have more HP in most cases. Some ships like the hauler would have less. Others would have more. It's a matter of how much HP the module gets per ton. And it's natural placement. Which I assume is everywhere... Hence how much should it get. I think you would have to consider what it is made up and what HP is. The engineering focuses could change the HP drastically by changing the alloy and hence the multiplier or whatever also. you could always go with a structure modifier like armor hardness but it can go below one or above one for reduced or amplified damage to the structure hp stat.
***OOORRRR you could tie in the structure HP concept as part of base integrity of the ship and have it modify the core integrity(base integrity Plus BHM) instead and keep one base stat. That would be the easiest. So, instead of adding a new stat you can add a modifier to core integrity like armor further modifieing it. But it would allow the modification of the core weight of the ship. Or just treat it as module HP and have it be a module with some consequence to loosing.
BTW, why does base hull weight not get modified with the addition of hull modifiers? That might be a use. The base hull could make it overall lighter. But change it so hull modules add weight fundamentally with armor or increased integrity... Or it could still just adjust core integrity.. Assuming it's seperate in the game like it is on coriolis.
Examples:
Cutter:
Lightened: -10% = 1000BaseHullMass; 360 base integrity; +x ressistances?(like the normal lightweight with different amounts per type.)
Reinforced: +9.09...% = 1200BHM; 436.36... Base integrity?!; +15% MRP res +600MRP armor
Resistant: +9.09...% = 1200BHM; 436.36... Base integrity?!; +X armor resistances
CutterChanged to +-20%)
Lightened: -20% = 880BaseHullMass; 320 base integrity; +x ressistances?(like the normal lightweight with different amounts per type.)
Reinforced: +20% = 1320BHM; 480 Base integrity?!; +15% MRP res +600MRP armor
Resistant: +20% = 1320BHM; 480 Base integrity?!; +X armor resistances
I can't figure out what the base integrity is... Even lightweight alloy seems to be adding a base amount of integrity because it's says in Coriolis it's adding 30% hull but is in fact adding around 13.333...% total.I'll add to this when I figure out the numbers.Edit: figured it out. Base integrity of a cutter is 400! Light alloy adds 320 to this base according to Coriolis.
The point of adding another core internal module is to simply get the chance to adjust the Base hull mass a little. At the expense of other attributes like integrity. Or to add to mass at the gain of extra defense without using another optional module slot.
Each tier of the module could deal with the other specifics. Each ship would have access to specific tier modules or bonuses to balance it out on the ship like how armor does. Except now you have a modifier for both aspects of the core integrity.
Here's a fun extreme. Copy the armor internal stats exactly and it gets interesting.
CutterTier5 Best)
Normal: 1100T; 400 integrity
lightweight: Hull Mass: -55%(495T); Hull Boost: -4% (384)Integrity; +Xresitance(+14Exp, +12Kin, +10Therm)
Heavy Duty: Hull Mass: +20%(1320); Hull Boost: -30% (520)Integrity; +Xresitance(+7Exp, +6Kin, +5Therm)
Blast Resistant: Etc etc etc.
These new values would perfectly fit the cutters shield options. The 8A/C could have maximized bonuses with Heavy Duty and hull weight/armor. And a 6A/C would perfectly fit the lightweight versions for very good to optimal shield values.
It would also allow greater customization for jump ranges for those focusing on it without modifying current bonuses.
Edit:
If I'm not mistake that would change:
Anaconda max jump range: 65.78LY To: 94.38LY Max Jump range. for an increase of 43.47% jump range.
Beluga Max Jump Range: 46LY To: 66.9LY Max Jump Range. for an increase of 45.43%.
Asp Explorere Max jump range: 57.95; To: 85.67LY. For an increase of 47.83%
DiamondBack Explorer MAx Jump Range: 62.21LY; To: 92.24LY. For an icnrease of 48.27%
Cutter Max Jump Range: 40.63; To: 60.29LY for an increase of 48.4%
Type-10 max Jump Range: 38.22 To: 56.37LY for an increase of 47.5%
Federal Corvette Max Jump Range: 32.45 To: 47.83LY for an increase of 47.7%
Hauler Max Jump Range: 56.62 To: 75.87LY for an icnrease of 34%
From what little I've read this is less than the current changes but more than what exists currently... And you don't get it by default.
^This is probably the best version of the idea! Adjust the types of engineering mods and values as needed. The names reinforced and resistant should probably be reversed to match the existing mods.
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