Solution to campaign issues - Cruiser Adaptive Armor!


#1

I was thinking about how the campaign suffers from fighter and frigate spam problems, and this module seemed like the ideal solution:

[code][config]
unlockcost = 5000
lockable = 1
classname = “SIM_ArmourModule”
category = “DEFENSES”
size = “CRUISER”
name = “cruiser_armour a”
guiname = “Cruiser Adaptive Armour”
description = “Why bother covering every inch, when you can just shift the armor around to where it’s needed? The process can get a bit management-intensive though.”
weight = 150
hitpoints = 0
maxdamageabsorbable = 210
cost = 300
icon = module_armour_v7.dds
crew_required = 70
powerconsumed = 10
slot_type = STANDARD
stack_effectiveness = 0.85
uisortpos = 2061

[dataitems]
0 = cost,DECIMAL
1 = weight,DECIMAL
2 = hitpoints,DECIMAL
3 = maxdamageabsorbable,DECIMAL
4 = powerconsumed,DECIMAL
5 = crew_required,INTEGER
[/code]

Why? The idea is that this module allows cruisers to fend off mass fighters and frigates while still having enough resources left to battle long-ranged fleets. The stacking penalty and resource requirements mean it can’t be used for universal armor tanks - and as an added benefit, the crew requirements could return available crew to being an actual limiting factor, rather than a number that you see skyrocket.

Thoughts? Is the stacking penalty too harsh? Is the cost right? Is this perhaps too effective at shutting down frigate strategies?


#2

Some early thoughts on this suggestion:

I like the way that you tied it to power - and especially crew - in order to help prevent abuse. This armor variant deserves to be tried out under live-fire conditions. :slight_smile:

As for stacking, making things easier than 0.90 may keep the penalty too weak to prevent tanking. I might be tempted to make the “damage absorbable” even higher, as long as the stacking penalty remains at least as steep as it is right now.


#3

Strongly supports this because it also make other race stronger relative to Tribe.

I say drop the stack penalty even further to 0.7 while raise defense to 250.

Like you said, this is for anti fighter, not armor tanking. as long as a ship can be around 16-20 defense with just 1, then further stacking should be strongly discouraged. Let the armor tanks stick to using ultraheavy.