January 25, 2017 at 2:24 pm #322
Welcome to Gothic40k. By now you have probably started picking up on the fact that we do things a little diffrently than normal Starmade. Something I am personally rather passionate about in sci-fi is armor. Years ago when I was a kid I bought Joan’s World War I and II books for the worlds navy’s. These wonderful books gave great overviews of all the Battleships and Cruisers of the world, showing where their armor belts were, the kinds of guns they mounted etc. Being a little guy I found it all super exciting and as I learned that you could only load a ship down with so much weight what were the best places to put armor on a ship. Today in Starmade that question is just as relevant as it was to the wet navies of the ancient past.
However I was very disappointed with Armor as it was designed in standard Starmade. Armor compared to shields provided vastly less protection at a much greater penalty. So much so that there was really no point in having anything other than basic hull for a ship. Desiring to change this we have made several modifications to the Starmade game system. Those are as follows…
When damage is applied to a block it is divided between the hit point value of the specific block that was impacted and the ships total armor pool. The armor pool is best thought of as your hull integrity. Normally this division is 50/50. However in Gothic40k this number is set to 5/95 this means that if you inflict 100 points of damage 5 points will be applied to the block, and 95 points to the armor pool. But it also means that effectively armor blocks are x10 harder to destroy than before. There are many other numbers involved in this damage calculation process, but I do not intend to go into exhaustive detail here. Rather I would like to talk about how you the player can use these changes to create superior ships to those players who completely ignore this guide. However I do offer this bit of math…
Armor blocks are rated by “effective” hit points. “Effective” is a derived number that takes into account the hit points of the armor block, the blocks armor resistance, and the ratio damage is divided between the block and the armor pool. In simplest terms if you inflict the effective hit point value in damage to a block, you will destroy the block…simple!
Basic Hull = 1500 Effective Hit Points, Weight 0.05, adds +50hp to armor pool
Standard Hull = 10,000 Effective Hit Points, Weights 0.15, adds +75hp to armor pool
Advanced Hull = 20,000 Effective Hit Points, Weights 0.25, adds +100hp to armor pool
* There are the current server numbers.
Armor works, but it does not work everywhere. Unlike shields its location specific protection. Also unlike shields its heavy…really heavy. So as a consequence its not practical to have it everywhere.
Theories of Armor Crafting
Ship armor can broadly be broken into three categories. Hull armor, Location Armor, and Armor pool.
Your ship hull is armor. Its the egg shell around your yoke. The more holes your shell gets punched into it the more likely your yoke is going to get splattered. Its that simple. While in theory it only takes one hole in your armor for a missile to gut your ships internal systems, in reality a ships hull usually has to take a beating before its compromised to the point your risking significant systems loss. When designing your hull armor you should keep a few numbers in mind.
The first is total damage to penetrate. This is the amount of damage a single hit has to do to punch through your ships hull to reach systems. When figuring how much armor to place on your ship you need to ask who’s going to be shooting at me? If you armoring a destroyer at 75m you probably shouldn’t bother placing enough protection to stop battleship shots. If something that big is attacking your probably sunk anyway. But it does make sense to protect yourself against Frigates and Heavy Frigates, to say nothing of fighters.
Hull armor also does not need to be equal on all sides. In starmade your far more likely to be hit in the front than in the rear. While many ships do use broadside weaponry, a good rule of thumb is to place more armor to the fore of the ship than to the rear. None the less, these are decisions you need to make for yourself. A mining vessel might want more rear armor as its going to be running away from danger.
Weight wise its sometimes smarter to armor critical locations inside the ship than to try and place heavy armor everywhere. Some systems like shields are non critical (especially considering they will all be offline by the time you start taking armor hits) while others like Aux-power need to be protected from chain reaction explosions. Ship computers are absolutely critical to the function of there linked systems. These things need protection. Consider designing areas of your ships for maximum protection of those systems you cant afford to lose. Remember once the hull armor is holed, systems do very little to stop a shot traveling through the ship. Its happened before that a lucky hit took out a chain of computers that were all side by side.
Its important to remember that armor is not simple the block, its also the armor pool, or as I like to think of it, the hull integrity. When your pool reaches 0, damage you were shrugging off before suddenly begins crushing your ship. Every block of armor adds to the ships armor pool. However on a weight per point basis Advanced armor is not the best material for increasing your pool
Armor pool added per point of weight
Advanced = 4 hp per 0.01 weight
Standard = 5 hp per 0.01 weight
Basic = 10 hp per 0.01 weight
Surprisingly basic hull is the most efficient weight wise and cost wise way to get more armor pool. Though it must be noted that Advanced armor takes up only half as much space and adds twice the pool that basic does. None the less it weights 0.25 compared to 0.10 for two blocks of standard!
Without armor pool your ship will quickly be destroyed so do not neglect this aspect of your armor design.
- This topic was modified 1 year, 4 months ago by Admin_Vaul.
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