@Lord Sloth:
Would you mind expanding on how you would have armor reduce the hull multipliers? E.g., would a 5-armor Polycrystal ship make incoming fire apply using a multiplier of (X/5), with X being the vs-Polycrystal multiplier of the attacking ship, or would it reduce a multiplier of X to max(1, X - 5), or something else along those lines? If it's just the X/5 version, it would be the same as a percentile armor system, while reducing a multiplier of X to max(1, X - 5) would have wildly variable degrees of effectiveness which would likely have no apparent relationship to the power or volume or rate of the incoming attacks.
Okay, the big difference between multiplier reduction and the previously proposed armor percentile system:
Armor would apply -only- to multipliers, instead of every shot that hits. You could
almost just have a hull type armor with no multipliers at all. I didn't plan out any of the granularity in the interests of keeping it simple.
Assuming that the current equation is:damage * (1+ bonus_multiplier) - old armor
the new equation would be more or less)
damage + [damage (bonus_multiplier/armor)]
In other words, you'd always be guaranteed at least base damage against armored targets. Or... halved multipliers, whatever ended up making more sense. I'm not sure of the values, but I'd mostly aim for armor to be binary (you have it or you don't) and apply almost entirely to a few fleetships. Point is, unlike a percentile armor system... armor would actually have no effect on damage that doesn't comes in w/o a bonus.
The current armor system emphasizes the importance of hard counters - fighters with boosted armor will still be trounced by frigates.
It most commonly has the biggest impact in trivial or mismatched cases such as fighters + armor booster versus fighters w/o boost.
In other words, in a situation the game trains you to avoid anyways.The armor system I'm proposing de-emphasizes the importance of hard counters in the few circumstances it occurs, reducing bonus damage by a flat half (arbitrarily chosen starting point, can certainly be adjusted as necessary). There would still be some bonus damage, but in general armored targets are designed to operate longer against their counter. In other words, the core concept is reduced (but not eliminated) weakness and the ability to operate in those awful 'overlapping' killzones guard posts sometimes create. An 'armored bomber' would still take extra damage from a laser guard post, but they'd get more shots off against the covering force field than the regular bomber.
Anyways, my vision doesn't stretch comfortably to encompass starships and superweapons, but I feel it could make the fleetship role more interesting. I wouldn't object to something different for the bigger ships. In fact I would rather see something different implemented for starships and superweapons. Making fighters suddenly take six times as long to take down starship with 54 million health isn't a desired goal. I'm really just aiming for fleet versus fleet and fleet versus guard posts battles here. You could rationalize that only those bigger ships have the power system to do whatever it is that fleetships can't (some form of advanced ECM?).
If the argument about realism returns again - you're NOT preventing normal damage, you're just protecting structural weaknesses. Under the old system, a polycrystal hull doesn't magically make incoming fighter fire six times more powerful. What it does is make the bomber six times more vulnerable, which is a key logic difference, not that it matters to me.
When it comes down to distinguishing high and low rates and volumes of fire, I'm thinking of actually separating that from the armor mechanic entirely, and perhaps focusing on size, but I haven't thought out anywhere near enough of the details to put something forward.
If you ask what I'd like to see out of the armor system? It'd be moving certain ship somewhat outside of the normal counter triangle. There's always been calls for significantly less of a hard counter focus to the combat system - instead of sweeping changes to multipliers across the board, just have about a half dozen bonus fleetships or so on each side moved into a soft counter system, barring special abilities such as armor boosters and inhibitors.