Armor is of interest for my Star Blazers mod in progress since in that show there are no shields. Obviously, this leads to ships getting whacked pretty fast in many cases.
I made an experimental module to test the idea that armor should not deteriorate as it does in game. GSB (and most other games, actually) treat armor as a sort of ablative material that constantly reforms to a new, lower thickness after each attack. Your armor is 20 units thick, absorbs a hit by a 20 unit weapon, and then becomes 19 units thick—so that now lesser weapons can degrade it further.
In reality, the weapons should be blowing fairly small holes in the hull, and most follow up shots should still hit an armor=20 area, not the 0.01% of the hull that is degraded.
The module is an armor repair module. I made it cost nothing, weigh nothing, and use no power. It has 1000 units of repair supplies, and right now repairs at a rate of 0.9 (the good armor repair stock module is 0.08). Peace interval is set to 1 right now. I have the stack effectiveness set to 0.01 (I only want one unit installed per ship, max).
As you can imagine, this makes the armor you do have pretty invulnerable to lesser weapons.
What controls this “fix” and allows progressive damage is the “peace interval,” repair rate, and supplies. The supplies is not a time limit, but a damage limit. A typical “stock” GSB frigate has something like 100 to 300 hit points (based on the ships supplied in the scenarios by cliffski). Higher values are certainly possible. The repair supplies can be adjusted to be some multiple of this common number, in this case my test is ~4 times the most typical 250 HP number. After supplies are gone, the hull has been so abused by these lesser weapons, the armor works as it does now. The HP of the unit itself (which I have not changed from the cruiser version I took it from) needs tweaking as well, the high value serves to protect the base armor value, though this could easily be dropped to balance the unit out and make armor behave as we wish. Having very low HP for this unit would in effect allow a real “critical hit” since taking it out would instantly render the ship far more vulnerable…
So far, it needs tweaking, but it’s working well for my star blazers ships to make them somewhat more survivable—particularly given the fighter-heavy nature of SB.
It also has the nice effect that an alpha strike by a large number of armor penetrating weapons can do serious harm since it can overwhelm the repair rate. That seems reasonable to me, because many hits spread all over the hull is not as bad as many at once (even spread out, impacts could bend the hull by pushing on different areas at once, etc).
[code][config]
unlockcost = 0
lockable = 0
classname = “SIM_RepairModule”
category = “OTHER”
size = “FRIGATE”
name = “frigate_armor_fix”
guiname = “Test to check armor idea”
description = “The idea is that if armor can be rapidly repaired it can maintain average value as it should (vs the “onion layers” paradigm we have now).”
weight = 0
hitpoints = 110
cost = 0
icon = module_repair_armor_2.dds
crew_required = 0
peace_interval = 1
repair_rate = 0.9
powerconsumed = 0
slot_type = STANDARD
repair_type = ARMOR
stack_effectiveness = 0.01
maxrepairsupplies = 1000
uisortpos = 4140
[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = powerconsumed,DECIMAL
4 = crew_required,INTEGER
5 = repair_rate,DECIMAL
6 = maxrepairsupplies,INTEGER
[/code]
If a shot penetrates armor, say ave armor is 20, and the weapon has an AP of 50, does it damage a random module, or just apply damage to armor? I seem to see other modules damaged pretty well, or are those just criticals?