The fundamental problem with HRPs is the 'hitpoint' hull system - thoughts?

The basic problem with hull reinforcement plates ('HRPs') is the entire 'hitpoint' system they are predicated on. It doesn't make sense that by filling one specific internal compartment of your ship with metal, the entire hull of the ship becomes that much harder to destroy. The point about HRPs - unlike the hull and bulkheads - is that they are located in specific spaces within your ship - your internal compartments!

The real issue is that players need to be able to see exactly where their internal compartments and modules are located. They could then choose, for example, to fill an internal compartment located above the power plant with metal plates. This would do a good job protecting the power plant from damage from above. But it would not do much to protect, for example, from a direct missile hit on the underside of the ship. Only the strength of the hull and the bulkheads would protect you from that.

Of course, that's a tall order! The current system seems a lot easier to program and design. But I think the difficulty in balancing HRPs stems from the game's crude damage model.

What are your thoughts?
 
I'd love to see a system where you could choose to up-armour internal sections of the ship as you suggest, or to add things like reactive/ablative armour to the hull (rather than the reinforced/military/mirrored/whatevertheoneI'veforgotten bulkheads now).

Slightly OT, but I've always liked the AARs in Steel Beasts, where you can see a playback of combat and see exactly what hit, where, and for how much damage.
 
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