One of the reasons why I felt that the ultra-light, light, medium, heavy, and ultra heavy hull types were, well, a mistake (an argument could be made for the swarmer hull type as well). They sort of confuse multiple systems. Overall durability already has some good stats for it, armor and HP. There is no reason to "stack the books" against the lighter stuff even more by tacking on a hull type for small stuff with it. In my mind, hull type should be just that, a type, aka, a material. There is no need to artificially cheapen or make more valuable a hull type multiplier by having some hull types be tied, (de facto even though it isn't in code) to a concept of overall durability. We already have stats that model that.
I definitely agree with this. Giving a "light" hull-type to a "light" unit is simply a bit superfluous, and giving extra bonuses to that unit based on the fact that it's light, is simply contradictory design. Light units don't need huge bonuses against them...they're light.
Hmm, from what I have seen, most other RTSs don't have many hull-type multipliers, if any. Instead, they seem to group multipliers based on unit physical size (small, medium, large), and let a numeric armor stat model overall armor durability. Hull materials, if mentioned at all, are pretty much just "fluff". (Like Starcraft and Starcraft II)
Agreed.
I've talked about this at length before, but basically most of what we accomplish with "hull types" now could be better and more untuitively addressed using a proper armor and armor piercing system.
You'd basically have 3 class of units:
1. Units with high base DPS.
2. Units with high armor.
3. Units with high armor piercing.
And of course any hybrids of those 3 categories. Armor counters units with high DPS. High DPS counters units with armor piercing. Armor piercing counters units with armor.
What we know now as "light" unit would most typically be high DPS units (they already are), decent against most things without high armor. Their weakness is that they are still relatively light, meaning they die quickly to aoe and other light units (like Fighters in a Sci-Fi Universe). People get freaked out when I mention this concept, fearing "light" units will become fragile glass cannons...they already are lol. The only problem now is that they typically underperform compared to their heavier cousins, despite being so easy to kill. There's no beneficial trade-off.
What we know now as "heavy" units would be units with high armor like bombers and their counterparts, as well as things like Hybrids, Golems, etc. They don't do as much damage as light units (for their cost), but they make up for it with their survability, and they are especially good against heavier targets.
"Medium" units would be somewhere inbetween "light" and "heavy", having some combination of high dps, armor, or armor piercing, and many units could fall into this category such as frigates, autocannon minipods, spire armor rotters, and several other types of bonus ships that aren't very useful at the moment.
Theoretically, we could balance the entire game without using hull types at all.
Think about it. If what makes a Raider powerful is that it can quickly get behind enemy lines and deal damage to important targets, then why do you need hull types for that? A raider is a quick "light" unit with high DPS and good armor piercing; a hybrid if you will. This makes it powerful against most buildings and structures (including Force Fields, which would now have a high armor value), but extremely weak in a fight because of its low HP. Suddenly raiders are much more effective than they were before, and we didn't have to do it by buffing their hp or changing their multipliers.
If what makes a Spire Armor Rotter powerful is that it rots armor, then all you have to do is make armor useful for them to have a purpose.
In other words, we could keep all of the same bonus ships, and by removing hull types, and making a more robust armor system, I don't see how ANY of them would lose their roles, yet many of them would have a more useful role than before.