I’m currently working alongside an able assistant on the battle mechanics side of things, and thought I’d update you on a few decisions and stuff that has gone in…
All weapons now have a ‘base damage’, a hull damage multiplier, armor damage multiplier, shield damage multiplier, and armor and shield penetration values.
Weapon A has
It hits a ship with a shield resistance of 40 and average armor of 9. Total shield is 20, total armor is 20 (both in 1 module each)
So it penetrates both shield and armor and can thus inflict damage at all levels…
of it’s 100 damage, 20 are needed to take down the shield, but effectiveness here is 0.5, so that takes up 40 of the 100 damage, and knocks out the shield.
The remaining 60 gets through to the armor. where again there is 20 armor but this takes 40 damage to wipe out, leaving 20 to get through to the hull…
That 20 hull damage effectively means 22 damage to the ships hull (hull multiplier is 1.1.
I know its complex but I hope it makes sense, plus it allow for some awesome combinations. Some weapons (radiation?) can be catastrophic against hull, but trivially soaked up by armor. Some other weapons could deliver awesome damage to all 3 if only they can penetrate. Setting a multiplier to 0 effectively makes it useless against that type of defense. (before modders ask, no, I’m not sure yet if negative values work :D)
Thrusters are a new thing. Basically maneuverability is now separate from top speed, meaning we can have engines with low thrust but high agility, and even have engine add-on modules that provide zero thrust but tons of agility (side-thrusters, basically).
Two new hull bonuses are currently being tested. Agility boosts, and Targeting boosts. Agility boosts act as a final multiple on the ships maneuverability, as determined by its maneuverability from each engine/thruster module. Targeting boosts improve the tracking speed of every weapon on the ship.