Ever have a heavy cannon break through a single wall of a heavily armored room (an ammo store?) and have the component in the room destroyed even though the rest of the rooms back-wall is still OK?
It would be very interesting to see a new type of armor to counter the problem of heavy weapons by having armor that takes the sum of the panels in the room (so a large suspendium chamber has 6 sections of back-wall) and divides it evenly/disperses damage across the entire room (say each piece has 50hp so that's 50x6hp for the entire room).
It would kinda be as if the room had one huge armor plate instead of six panels giving it protection!
A defense like this has some interesting pros and cons:
The room using said armor is really well defended because instead of breaking one piece of back-wall to break into a room and damage the interior each piece has the health of the entire rooms back-wall making it far more formidable!
Destroying a piece of wall will then cause every linked piece in the room to also be destroyed, completely exposing the system within or breaking the room entirely!
Armor like this would open up some very interesting routes for ship design by changing the way armor can be placed in a room to strengthen it and i would love to see this in the game as well as hear thoughts and opinions on the concept!
Actually, there's two type of damage: Piercing and blast (correct me if i'm wrong).
For cannon bullets, i can't imagine a single shot remove and destroy a full section of armour. Logically, a bullet can destroy a full room with only a single entry point in the wall (piercing damages). That's why huge armour plates will do nothing more than small ones.
For blasting weapons on the other hands, i think your suggestion can be realistic. In that case, armour must be placed rooms by rooms in the editor or linked by room automatically and fully destroy itself when HP fall to 0, leaving the room unprotected.
Yeah i can see why that makes more sense against blasting weapons, but i have seen ventral/dorsal cannons and larger (so, a heavy cannon) completely destroy a panel of steel armor (my main airship building material other than steel back-walls), which is all it takes to make the rest of the plates effectively useless against reasonably accurate weapons.
I still think it would be good against weapons with a high pierce value (unless i don't understand it correctly and damage ignores armor in the first place?)because instead of a high damage value being placed on a single piece of wall destroying it it would instead some would be moved to adjacent tiles (which pretty much turns piece damage into blast damage now that i think about it, except that once a single piece falls off the rest do the same).
I think i finally understand what you mean : almost like the armor twisted little by little by impacts and finally full plate attachments break ? Must be a "super tough" armor to behave like that ! ;)
Not sure however Airships engine can manage that without rethinking entirely armor panel principle to consider them like sub-modules... And if it's only for the bigger guns, propably it's not worth the amount of work :p
By the way, substract a portion of damage with the HP of panels around the hit can be possible without taking into account the module behind it...
I was just using heavier weapons as an example, i have not seen a weapon in airships that cant break through the resistant armor yet (heavy steel? hp60 blast 8 pierce 9) given enough shots.
But it would be cool to see a defense that instead of having high blast/pierce resist can disperse the impact, it would just be something like Armor Panel A is hit, it takes 60% of the damage and the four panels adjacent to it will each take 10% (if the damage is like 0.something maybe round down) of the original damage, making the attack less effective on breaking into a room.
Or the 2nd idea of having what is pretty much 2x2(or whatever size a room/rooms are) armor panel.
No, that would not be realistic, actually. Piercing damage should be piercing. Those heavy cannons are actually not very accurate and very heavy.
But there is a way to do the thing. Robocraft use it. There, after destruction of a single piece of armor, damage that is left is split between surrounding pieces of armor.
In this game it is possible (with a small change in the code) to introduse this system. This way, heavy cannon with the first hit will just make a big-big hole in your ship, and only then it will destroy the system. Including the fact that this gun almost never hit the same spot, it will make the whole thing look quite nice.
BTW Myself I usually don't use heavy armor, prefering more rooms and higher altitudes. It's like having 8 hands and 2 hearts instead of a durable skin...
Yeah it's true that a heavy cannon probably wont strike the same place twice (that sounds familiar) unless it has a lot of telescopes (like, a ridiculous amount) but the thing is it does not need to.
As long as it puts a hole in something then that something is going to be useless in a matter of seconds if the enemy possess anything accurate/fast firing, like the cheapest gun in the game.
The Robocraft mechanic actually sounds like a much better version of my idea!
You probably wont even need a special armor since that could just be a mechanic applying to all types, maybe with different types of armor doing it more than others (like wood might spread damage out more than stone because of its composition).
I dunno, my building 'style' dictates that i generally try to make things very clean and space-efficient (so, the most minimal design that gets the job done with the lowest price tag but does its job really good), which is bad for me when the enemy rolls out any kind of piercing weapon..
Currently, when damage is applied to an armour tile, the armour plate first soaks up the damage, and any additional damage is applied to the module below.
Now instead, some proportion of the damage to the plate is actually applied to adjacent armour tiles.
So as a concrete example, a cannonball hits a wooden armour plate surrounded by wooden armour plates:
Old Style
70 penetration damage from cannon
67 damage after absorption from plate
37 damage to the underlying module after 30 damage is dealt to the plate
New Style
70 penetration damage from cannon
67 damage after absorption from plate
7 damage to the underlying module after 30 damage is dealt to the plate and another 30 damage is distributed to adjacent plates, damaging but not destroying them
I really like this idea, but it won't be in 6.3, as it's too big a change for a release that's pretty much locked down at this point. But I can probably make a variant version for you guys to try out... :D
Air Lord, Engineering Corps
Ever have a heavy cannon break through a single wall of a heavily armored room (an ammo store?) and have the component in the room destroyed even though the rest of the rooms back-wall is still OK?
It would be very interesting to see a new type of armor to counter the problem of heavy weapons by having armor that takes the sum of the panels in the room (so a large suspendium chamber has 6 sections of back-wall) and divides it evenly/disperses damage across the entire room (say each piece has 50hp so that's 50x6hp for the entire room). It would kinda be as if the room had one huge armor plate instead of six panels giving it protection!
A defense like this has some interesting pros and cons:
The room using said armor is really well defended because instead of breaking one piece of back-wall to break into a room and damage the interior each piece has the health of the entire rooms back-wall making it far more formidable!
Destroying a piece of wall will then cause every linked piece in the room to also be destroyed, completely exposing the system within or breaking the room entirely!
Armor like this would open up some very interesting routes for ship design by changing the way armor can be placed in a room to strengthen it and i would love to see this in the game as well as hear thoughts and opinions on the concept!
Captain
Actually, there's two type of damage: Piercing and blast (correct me if i'm wrong).
For cannon bullets, i can't imagine a single shot remove and destroy a full section of armour. Logically, a bullet can destroy a full room with only a single entry point in the wall (piercing damages). That's why huge armour plates will do nothing more than small ones.
For blasting weapons on the other hands, i think your suggestion can be realistic. In that case, armour must be placed rooms by rooms in the editor or linked by room automatically and fully destroy itself when HP fall to 0, leaving the room unprotected.
Air Lord, Engineering Corps
Yeah i can see why that makes more sense against blasting weapons, but i have seen ventral/dorsal cannons and larger (so, a heavy cannon) completely destroy a panel of steel armor (my main airship building material other than steel back-walls), which is all it takes to make the rest of the plates effectively useless against reasonably accurate weapons.
I still think it would be good against weapons with a high pierce value (unless i don't understand it correctly and damage ignores armor in the first place?)because instead of a high damage value being placed on a single piece of wall destroying it it would instead some would be moved to adjacent tiles (which pretty much turns piece damage into blast damage now that i think about it, except that once a single piece falls off the rest do the same).
Captain
I think i finally understand what you mean : almost like the armor twisted little by little by impacts and finally full plate attachments break ? Must be a "super tough" armor to behave like that ! ;)
Not sure however Airships engine can manage that without rethinking entirely armor panel principle to consider them like sub-modules... And if it's only for the bigger guns, propably it's not worth the amount of work :p
By the way, substract a portion of damage with the HP of panels around the hit can be possible without taking into account the module behind it...
Air Lord, Engineering Corps
I was just using heavier weapons as an example, i have not seen a weapon in airships that cant break through the resistant armor yet (heavy steel? hp60 blast 8 pierce 9) given enough shots.
But it would be cool to see a defense that instead of having high blast/pierce resist can disperse the impact, it would just be something like Armor Panel A is hit, it takes 60% of the damage and the four panels adjacent to it will each take 10% (if the damage is like 0.something maybe round down) of the original damage, making the attack less effective on breaking into a room.
Or the 2nd idea of having what is pretty much 2x2(or whatever size a room/rooms are) armor panel.
Commander
Hi there.. or here... emm... meow.
No, that would not be realistic, actually. Piercing damage should be piercing. Those heavy cannons are actually not very accurate and very heavy.
But there is a way to do the thing. Robocraft use it. There, after destruction of a single piece of armor, damage that is left is split between surrounding pieces of armor.
In this game it is possible (with a small change in the code) to introduse this system. This way, heavy cannon with the first hit will just make a big-big hole in your ship, and only then it will destroy the system. Including the fact that this gun almost never hit the same spot, it will make the whole thing look quite nice.
BTW Myself I usually don't use heavy armor, prefering more rooms and higher altitudes. It's like having 8 hands and 2 hearts instead of a durable skin...
Air Lord, Engineering Corps
Hi!
Yeah it's true that a heavy cannon probably wont strike the same place twice (that sounds familiar) unless it has a lot of telescopes (like, a ridiculous amount) but the thing is it does not need to. As long as it puts a hole in something then that something is going to be useless in a matter of seconds if the enemy possess anything accurate/fast firing, like the cheapest gun in the game.
The Robocraft mechanic actually sounds like a much better version of my idea!
You probably wont even need a special armor since that could just be a mechanic applying to all types, maybe with different types of armor doing it more than others (like wood might spread damage out more than stone because of its composition).
I dunno, my building 'style' dictates that i generally try to make things very clean and space-efficient (so, the most minimal design that gets the job done with the lowest price tag but does its job really good), which is bad for me when the enemy rolls out any kind of piercing weapon..
Aerial Emperor
Interesting. How about this:
Currently, when damage is applied to an armour tile, the armour plate first soaks up the damage, and any additional damage is applied to the module below.
Now instead, some proportion of the damage to the plate is actually applied to adjacent armour tiles.
So as a concrete example, a cannonball hits a wooden armour plate surrounded by wooden armour plates:
Old Style
New Style
Commander
Good. Already want to test it. How soon will new version be ready?
Air Lord, Engineering Corps
That makes armor a lot more useful, I can't wait to see that in game!
Captain
Waiting for "real" test ! ;)
Aerial Emperor
I really like this idea, but it won't be in 6.3, as it's too big a change for a release that's pretty much locked down at this point. But I can probably make a variant version for you guys to try out... :D
Commander
Yes, sure.
Captain
Gladly !
But with my Steam version, it could be a problem... Not sure I can "tune" it without consequences ! ;)
Commander
You can. Simpliest way is to copy new files over old, and when done, erace all and press "check integrity"