Sorry for this mammoth post...
Ship A shoots ship B. What factors are involved in the calculation of effectiveness?
Firstly, ship A has an ammo type (such as Flame Wave, Fusion Cutter, Missile, and all the rest). Ship B may or may not have an immunity to this.
Secondly, ship B has a hull type (such as Command Grade, Polycrystal, or Ultra-Heavy). Ship A may have a set of attack multipliers which make it more or less effective against targets with certain hull types. These are, as far as I'm aware, completely independent of the ammo type.
Thirdly, ship A has a damage value and an armour piercing value, while ship B has an armour value, which together determine how effective ship A is at damaging ship B.
Finally, there are a few other considerations: Armour rotting, Zenith Polarizers, Impulse Reaction Emitters and so on.
Which of these FOUR systems give us unique advantages that we can't replicate with the other three? Which cause complexity and confusion that we would desperately like to be rid of?
- Immunities are listed on the target ship, and care about ammo type. Attack multipliers are listed on the attack ship and care about hull type. You can have a x10 multiplier against something, but find out later that it's immune to your ammo type.
- Attack multipliers vary from 0.001 to 30 (admittedly, these are extreme cases on unusual ship types - a more typical range is 0.1 to 8 ). Modifiers are not consistently good, or consistently bad. Ships can, in theory, have weak damage but be very valuable because they have high multipliers against common or dangerous hull types, or vise versa.
- Attack multipliers are not consistent with ammo type: for example, Spire Siege Engines and Fortresses both use flame wave ammo, but only the latter has a massive penalty against Polycrystal. In fact, most of the time, ammo type does not matter - it's only used in the calculation of immunities, and most ammo types have nothing that's immune to them and are therefore completely irrelevant.
- Hull types include Ultra-Light, Light, Medium, Heavy, and Ultra-Heavy. These do not usually correlate to strength of the attack multipliers against them: many things have higher damage against ultra-heavy than against ultra-light. They do not correlate with health: there's a starship with an ultra-light hull. They do not correlate with amount of armour. A heavier-sounding hull type is not necessarily an advantage and a light-sounding one is not necessarily a disadvantage.
- Hull types do correlate approximately with role, for example there has been an attempt to ensure most stuff that turns up in swarms has the Swarmer hull type, most cloaked units have Refractive hulls, and most big scary stuff is ultra-heavy or command grade.
We want to keep hull types in some form, because armour alone is probably too simplistic. We could not, for example, have bombers that are very effective against a heavily-armoured starbase but weak against an heavily-armoured fleet ship.
Armour is nice to have, since it gives you a clear indicator of unit strength: high armour is strictly better than low armour. It is NEVER a disadvantage to have more armour, unless the AI has an absolute tonne of Zenith Polarizers. The same is not true of heavier hull types!
Currently, and ammo types are only used to determine immunities. This seems bizarre.
My recommendation would be to pick one of the following:
1) Remove Armour entirely. Revise the distribution of Hull Types and bonuses to ensure the same things are still good against the same targets.
2) Use armour as the main measure of which ships are effective against each other. Remove the Ultra-Light, Light, Medium, Heavy, and Ultra-Heavy hull types altogether, and replace them with an appropriate amount of armour and a new "standard hull", which nothing has bonuses against. Use the other hull types sparingly in order to give ships specialist roles or specific weaknesses. Advantage: Most of the time, you don't need to care about hull type. Armour and armour piercing values tell you most of what you need to know. Nonstandard hull types and multipliers can be reserved for specialized ships since armour is doing most of the heavy lifting, and standardization should be easier.
2.5) As above, but we could remove hull types altogether - instead of giving ships a list of hull types that they get multipliers against, give them a list of ammo types that get multipliers against them (some of which will be a multiplier of 0; i.e. immunities).
3) Switch from per-unit damage bonuses to per-ammo-type damage bonuses. For example, Flame Wave
always gets a substantial penalty versus Polycrystal, energy bomb ammo type
always gets a bonus against Structural. This would require changing the hull and ammo types of a lot of units to keep the balance right. Advantage: It's much easier to memorize what's good against what. The other big advantage here is that you could improve the unit display. Instead of "
Ammo type: Energy Bomb; Hull type: Polycrystal; Multipliers: 6 Heavy, 6 Artillery, 6 Command-Grade, 6 Ultra-Heavy, 6 Structural" it would just display"
Ammo type: Energy Bomb; Hull type: Polycrystal". Mouse-over "Energy bomb" and it will give you the multipliers list. Mouse over "Polycrystal" and it will give you the
inverse of the multipliers list; all the ammo types that are good against this unit. We might end up keeping armour and armour piercing in some incarnation, but hull types become less of a memorization fest. I don't know if we'd keep immunities as separate from the bonuses system or not; we'd probably have to.
4) Completely overhaul how we think of "hull type". Let units have
multiple hull types, stacked on top of each other, each giving them a specific advantage in the form of a damage reduction against certain attacks. More hull types - or possibly call them "Defenses", because one possible Defense might be "I'm very small, fast, and hard to hit" - is always better than few, but some units get to ignore or reduce the bonus from some Defenses. Remove armour entirely since it's not really needed at this stage. "Heavily armoured" can just be another Defense. This is the idea Hearteater came up with, but I wouldn't make all the defenses reduce damage by 50%.
As for the argument of armour as it stands (subtractive, capped at -80%) versus EHP armour, I'm going to stay out of it for now.