Author Topic: Ye Ol' Armor Debate  (Read 31636 times)

Offline Wingflier

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Ye Ol' Armor Debate
« on: July 12, 2012, 12:18:26 am »
Having such a positive result from our Energy thread, and with the announcement of the new expansion (yes!), I thought it would be a good time to brainstorm some ideas for how to deal with the, at this point, pretty much Universally agreed upon armor problem.

First let's look at problems with the current system:

1. Armor doesn't make a noticeable difference.  It could make a difference, it just doesn't seem like it to the player, except perhaps in extreme circumstances. 
2. Ships whose main role it is to counter armor (such as anti-armor, armor rotter, autocannons, etc.) suffer as a result.
2. The system is unintuitive.  Armor only blocks, at maximum, 80% of any damage.  What's the point of armor, if not to completely block weaker attacks?  Also, shouldn't armor decrease over time?
4. We've tried multiple iterations of the same system with similar problems, meaning perhaps it's time to try something new.

As in the last discussion, I'd like to hear everybody's ideas for what we should do, so I'll start the discussion with mine:

I suggest a Diminishing, Value-Based Armor System.

The idea is simple:  Using normal attacks, the target's armor rating must first be destroyed before you can start attacking its hull.

For example, say a cargo ship has 1,000 armor and 1,000 health.  To kill this ship you must first destroy its armor rating, then you can start working on its hull.  So if your ship does 500 damage per shot, it will take 4 shots to kill it:  2 shots to get through the armor, and 2 shots to get through the hull.  Simple.

What makes it interesting is how some of the attacking armor modifiers work.

1. Armor Piercing.  This is already in the game, so players will already be used to it.  In my system, armor piercing allows the attacking ship to penetrate the armor and damage the hull directly.

Let's take the 1,000 armor and 1,000 health cargo ship example again.  If a Fighter has does 500 damage per shot, and has 1,000 armor piercing, that means that the armor piercing completely ignores the target's armor, and deals damage directly to the target's hull.  So the cargo ship will die in 2 shots.  If the Fighter only had 750 armor piercing, and 500 damage per shot, it would deal 250 armor damage and 250 hull damage per shot, since it's armor piercing isn't high enough to completely penetrate the target's armor.

Ships with high armor piercing in my system would be ones that were close range brawlers, who, while weak, were made for raiding and assassinations.  Three examples include Fighters, Raiders, and Cutlasses.

2. Heavy Impact (times x).  This is a new mechanic which would give certain ships a multiplicative bonus against armor.  This mechanic is also fairly simple, and would make certain ships extremely powerful against a target's armor rating.  Heavy Impact is always followed by a multiplier bonus which increases the attacker's damage vs. armor.

For example, if Anti-Armor ships did 500 damage per shot, and had a x2 Heavy Impact bonus, they would do 1,000 damage vs. armor.  If they did 500 damage per shot, and had a x3 Heavy Impact bonus, they would do 1,500 damage vs. armor.  Basically, all the Heavy Impact bonus does is multiply the ships base damage vs. armor.  Once the armor is gone, the ship does normal damage to the hull.  For example, the cargo ship has 1,000 armor and 1,000 health.  Anti-Armor ships do 500 damage and have a x2 Heavy Impact bonus, which means in one shot, they would destroy the armor rating of the target.  Then, because they get no bonus towards the hull, it would take 2 more shots to kill it.

Ships with Heavy Impact would be those specifically designed to take out high-armored targets.  Examples include Bombers, Spire Armor Rotters, and Autocannon Minipods.

3. Explosive Rounds (times x). The Explosive Rounds mechanic is almost exactly the same as the Heavy Impact mechanic, except that the multiplier bonus applies to hulls instead of armor.  As such, the bonus can't be applied until the target's armor has been removed.  Using the 1,000 armor and 1,000 health cargo ship example again, let's say your frigate does 500 damage and has a x2 Explosive Rounds bonus.  This means that it will take 2 shots for the frigate to destroy the target's armor, then on its third shot the Explosive Rounds mechanic will kick in, killing it instantly.

Ships with Explosive Rounds would be specifically designed to take out weaker, less armored targets.  Examples include Frigates, MLRS ships, and Raptors.

Armor would effectively be treated like a new healthbar.  Like hull damage, it could be repaired with engineers, but would not repair itself.

I think what makes this system so much better than the one we have is that it opens up so many more options for the variety of bonus ship types.  Where before, we were struggling to define so many of the ships' roles, with these new mechanics, the possibilities are nearly endless.  Ships can do high amounts of damage, but have no armor modifier bonuses and be decent against everything.  They can have a high armor piercing, and though they don't help the fleet that much, they are adept at taking targets out on their own.  They can have a high Heavy Impact bonus, making them great for making a target vulnerable for your fleet.  They can have Explosive Rounds which makes them weaker initially, but powerful once an enemy's defense has been lowered.  They can have a combination of any of the above.

On the contrary, how much armor a ship has will have a direct effect on its survivability in battle, and what ships you need to counter it.  Light ships without much armor (such as Fighters and Melee Ships) will become much more useful because armor piercing and heavy impact barely affects them, meaning they will need their own specific counters as well.  Ships can also have low amounts of armor and high amounts of health as well, opening up some interesting new ship classes.

Of course using this new armor system will mean a massive overhaul of the balance system, but it already needed to be done anyway.

http://www.arcengames.com/mantisbt/view.php?id=7867

So that's my idea.  I'd like to hear some more ideas as well.  Let's get brainstorming!

« Last Edit: July 12, 2012, 12:24:16 am by Wingflier »
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Offline keith.lamothe

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Re: Ye Ol' Armor Debate
« Reply #1 on: July 12, 2012, 12:36:10 am »
Very interested to see what comes out of this :)

Conceptually I like the idea of the "second health bar with different things that hurt it more or ignore it" approach but I don't think it will work in AIW for a number of reasons.  The worst one I can think of right now is that it would probably make it infeasible to compute how much health a ship is going to have after a particular shot hits because the order in which the shots will hit is not known, and that would break down important parts of the autotargeting logic (specifically the part that decides "that ship is going to be overkilled, I don't need to keep shooting at it").  Armor damage already messes with that to some extent but just makes for a bit more overkill than usual; broadening that from just a few ship types (and relatively few ships where the armor makes their time-to-live much different) to a large portion of the ships in the game would lead to substantially worse fire distribution, I think.

For reference, the armor-rework ideas I'm personally leaning towards are:

1) A relatively lightweight change is just to make it so that incoming damage is multiplied by 1000 / (1000 + armor) or something like that, and then balance around that.  Probably make it so everything military has some degree of armor, make boosts have minimum + amounts, and various other specific improvements.

2) Or, if a total ditch-and-replace makes more sense, change armor and hull type into armor type (polycrystal, neutron, titanium, refractive, etc) and hull size (drone, cutter, corvette, frigate, destroyer, cruiser, etc; or maybe just very small, small, medium, large, Texas, etc) and have ships (or perhaps weapon types, I keep coming back to that) have bonuses/penalties against both of those.  And then make the existing stuff that damages armor just apply a takes-x-%-more-damage debuff (with corresponding autotargeting overkill-increase, but probably not much and relatively few ships have it) and make the existing stuff that buffs armor just apply a takes-x-%-less-damage buff.


But there's potentially much better ideas out there, just figured I'd note those in case they spark anything with anyone.

FWIW I probably won't have time to rework armor until after the expansion is out, but I would like to do it then if we have a solid idea that makes sense by then.
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Offline TechSY730

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Re: Ye Ol' Armor Debate
« Reply #2 on: July 12, 2012, 12:45:09 am »
Hmm, I made a summary post in the last armor discussion sort of describing some of the different ideas, including "mix and match" "modifiers" that could be applied to each "base idea"

I'll see if I can dig that up, and post it here to sort of help "jump start" the conversation and hopefully avoid retreading already covered ground.

Also, it would be nice to expand that list.

Offline Wingflier

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Re: Ye Ol' Armor Debate
« Reply #3 on: July 12, 2012, 12:54:32 am »
Quote
2) Or, if a total ditch-and-replace makes more sense, change armor and hull type into armor type (polycrystal, neutron, titanium, refractive, etc) and hull size (drone, cutter, corvette, frigate, destroyer, cruiser, etc; or maybe just very small, small, medium, large, Texas, etc) and have ships (or perhaps weapon types, I keep coming back to that) have bonuses/penalties against both of those.  And then make the existing stuff that damages armor just apply a takes-x-%-more-damage debuff (with corresponding autotargeting overkill-increase, but probably not much and relatively few ships have it) and make the existing stuff that buffs armor just apply a takes-x-%-less-damage buff.
This was going to be my second suggestion but I didn't think it would fit into one post.

Basically making "armor" into a hull-type, so that it's a lot more transparent and all ships at least do base damage to an armored ship. 

The reason I like this idea the best is that it makes it much easier to balance the game than the current system, and would hopefully make some of the lighter ships more viable than the are now (while nerfing bombers and such).
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Offline TechSY730

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Re: Ye Ol' Armor Debate
« Reply #4 on: July 12, 2012, 01:09:21 am »
Hmm, I made a summary post in the last armor discussion sort of describing some of the different ideas, including "mix and match" "modifiers" that could be applied to each "base idea"

I'll see if I can dig that up, and post it here to sort of help "jump start" the conversation and hopefully avoid retreading already covered ground.

Also, it would be nice to expand that list.

OK, the old discussion is at http://www.arcengames.com/forums/index.php/topic,9809.msg

and my old summary post:

OK, after a week or so of discussion, I think I can start collecting ideas about armor and armor related mechanics (armor piercing, armor rotting, etc)

Keeping armor as a primary damage mitigation mechanic:
1. Keep system as is, but rebalance armor values and armor mechanic related values (net_damage = effective_damage - effective_armor, but buffing what the average effective_armor would be.
2. Adjust system to a ratio based (net_damage = f(effective_damage/effective_armor) for some yet to be determined, non-decreasing function f, possibly adjusting how effective_armor relates to armor piercing, armor rotting, and armor boosts). Rebalance armor, armor related stuff, damage, hull bonuses, and HP accordingly
3. Switch to a logarithmic system, but still using linear calculations as the "innermost" computation (aka, net_damage = f(log(g(effective_damage - effective_armor))), for some yet to be determined, non-decreasing functions f and g, possibly adjusting how effective_armor relates to armor piercing, armor rotting, and armor boosts) Rebalance accordingly
4. Switch to a logarithmic system, using a ratio as the "innermost" computation (aka, net_damage = f(log(g(effective_damage/effective_armor))) for some yet to be determined, non-decreasing functions f and g, possibly adjusting how effective_armor relates to armor piercing, armor rotting, and armor boosts)

With the above ideas, some combination of the following "modifiers" (one, some, all, or even none)
- Adjust the minimum damage due to armor (possibly keep it as a ratio, or change it to a fixed damage)
- Make effective_armor scale based on the attacker's mark level. How this scaling is done is TBD. Two proposed methods:
     * cross-lookup of armor across Mk. (aka, if a Mk. N ship attacks a Mk. M ship, instead of using the armor value of the Mk. M target for computation, use the armor value of he Mk. N target)
     * just linearizing (aka, if a Mk. N ship attacks a Mk. M ship, use the armor value of the Mk. 1 target * N, or possibly armor value of the target Mk. M * (N/M))
- Make attack bonuses apply AFTER armor considerations, instead of before (thus making armor MORE effective in the case of hull type bonuses)


Removing armor as a primary damage mitigation mechanic:
1. Remove armor entirely, repurpose ships whose purpose is to abuse armor or armor related mechanics. Rebalance HP, damage, and hull bonuses accordingly
2. Keep armor, but make it limited in scope (aka, most ships would only have 0 armor), but buff the armor of the few units that keep armor, to make it more obvious in the cases where it does come into play. Possibly rename armor (like to deflectors or something)
    * This does give the question of what to do with armor piercing, armor boosting, and armor rotting. One suggestion is to allow armor rotters to take allow armor to go to "negative effective armor", to some sane cap of course. This way, it has use against even the now majority of ships that have no armor
    * The few ships that have armor may be subject to the changes in the armor mechanic proposed above.
3. Go back to the non-deterministic system of the 3.0 days (almost certainly a bad idea, but included for the sake of completeness)

Ok, this list could use some expanding (it currently lacks some of the fancier suggestions like merging the damage mitigation effect of armor and the hull types in some way, or making armor a non "freefloating" integer but rather an "enum" of a very limited set of values, possibly with nice names), but overall, it does help summarize some of the previous discussions on armor.

Offline Drjones013

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Re: Ye Ol' Armor Debate
« Reply #5 on: July 12, 2012, 01:12:43 am »
Why not do this like counterstrike? Armor gives a certain amount of reduction and then is damaged, giving less reduction on subsequent hits. Some weapons will do more damage to armor and less damage to health, others vice versa.

Offline Wingflier

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Re: Ye Ol' Armor Debate
« Reply #6 on: July 12, 2012, 01:23:35 am »
Maybe counterstrike is a bad example lol.  The game had like 30 guns, of which 5 were probably useful. 
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Offline PokerChen

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Re: Ye Ol' Armor Debate
« Reply #7 on: July 12, 2012, 04:27:11 am »
Well, if we are going for the redesign route there are several milestones:
(0) Make sure that the new system is somewhat transparent.
(1) Re-establish the ship triangle within that new context.
(2) Port over 100 ships over to this new paradigm and checking that nothing is broken.
(3) Work out its relationship with other aspect of ship balance, e.g. between low firing-rate and high firing-rate.


One problem I find with hull-type + armour-type multipliers is that recalling optimal targets for a weapon-type becomes a matter of memory and intuition. I don't mean things like flak, or AP-bullets, that have firmly established definitions. I mean sci-fi types like plasma and energy wave and the dreaded "photon-cannon". A lot of our bonus-ship types will be using some non-obvious ammunition, and the best we can do is to show them a giant look-up table full of entries.

We can argue all day over whether laser is an "armor-piercing" weapon, for one. :P (Earth-2150 is a realistic implementation of a low-frequency weaponisation, IMO. High-frequency lasers will behave very differently.)

If we keep to mathematically transparent models, it will be more obvious for people who haven't participated in armour discussions. I don't want us to start going into details of ERA and composites and... bleargh.

Offline Mánagarmr

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Re: Ye Ol' Armor Debate
« Reply #8 on: July 12, 2012, 07:22:25 am »
Isn't the first order of the day to break down and analyze what exact game mechanic or what function armor really has before we start tossing ideas around? Why does armor exist in the first place, and what is it meant to do?
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Offline PokerChen

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Re: Ye Ol' Armor Debate
« Reply #9 on: July 12, 2012, 08:25:21 am »
Isn't the first order of the day to break down and analyze what exact game mechanic or what function armor really has before we start tossing ideas around? Why does armor exist in the first place, and what is it meant to do?

So,
(-2) armour exists to prevent/mitigate damage from things that the ship is designed to encounter? :D
(-1) This leads to units balance network composing of chains where A->B, B->C, etc...

In the current form of armour, (-1) is how I believe the triangle relates to it:
- The bomber is the quintessential assault ship that is designed to attack fortifications and is generally protected through armour against most defensive fire. Assault ships have lots of armour.
- The Fighter fulfils an interceptor role that specifically includes countering assault ships. Only interceptors could be given significant "armour piercing". For balance, interceptors have little to no armour.
- Whereas Missile Frigates (then missile ships and cruisers) are designed to destroy small ships, i.e. escort duty. They are fleet-combat ships. They are allowed small to medium armour, but never armour piercing.

The above categorisation is somewhat different to how I grouped them in the wiki (it depends on what the players use them for). The hull-type bonuses is also reliant on a 'hard-counter' that grants huge bonuses against the correct hull.


How do people feel about this philosophy? Does this represent the role of armour in the game?

For example, shouldn't all military structures be "heavily armoured" and only Bomber-types have both some armour and large armour piercing? In that case, we can almost remove hull-types and replace its function with armour/piercing (but "soft-counters"): missile frigates will have large armour + no armour piercing, and fighters have no armour + enough piercing to overcome Bomber defenses.

Offline Mánagarmr

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Re: Ye Ol' Armor Debate
« Reply #10 on: July 12, 2012, 08:45:34 am »
So my question here then: Can armor simply be replaced by a heapload of hitpoints, or does armor provide anything above what hitpoints already?

I think it does, since for instance Raid Starships have rather low hitpoints for a starship, but massive armor, making them very sturdy against anything without proper armor piercing (such as snipers). The question is wether such a mechanic is needed or not.
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Offline TechSY730

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Re: Ye Ol' Armor Debate
« Reply #11 on: July 12, 2012, 09:01:36 am »
For what I think Armor provides. (Note, I am talking about armor, the numerical stat, not hull types, though that should also be considered in any possible refactoring)

Armor provides an additional way to provide damage resilience, but with a different set of counters, and slightly different interaction with other mechanics (like, an advantage against weak shots, even if there are many of them, where with raw HP, it doesn't care whether it is a huge number of weak shots or a small number of strong shots). This sort of mechanic helps to give a soft "counter" to the "strength in numbers" effect.
EDIT: Aka, it's a way to vary the ways a ship can be durable.
As noted, armor piercing and armor rotting are two such counters to it.

Now whether this game needs two separate pervasive damage resilience stats is up for debate. (indeed, one of the proposals from the previous discussion was to make armor something only some units have, but make the effect more pronounced if a unit does have it. See the previous discussion I linked to for more details).

Actually, I proposed (and voted down) a suggestion to remove the armor stat, and rebalance HPs accordingly quite a long time ago. But now that is actually a viable possibility (though, maybe with another mechanic introduced to replace it, or "folding" it into another mechanic).

Offline keith.lamothe

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Re: Ye Ol' Armor Debate
« Reply #12 on: July 12, 2012, 09:14:02 am »
Isn't the first order of the day to break down and analyze what exact game mechanic or what function armor really has before we start tossing ideas around? Why does armor exist in the first place, and what is it meant to do?

This is basically answered by the thought behind your subsequent post:

So my question here then: Can armor simply be replaced by a heapload of hitpoints, or does armor provide anything above what hitpoints already?

I think it does, since for instance Raid Starships have rather low hitpoints for a starship, but massive armor, making them very sturdy against anything without proper armor piercing (such as snipers). The question is wether such a mechanic is needed or not.

Is the armor mechanic necessary?  No.  Armor rotting would need to become some kind of %-damage-vulnerability debuff and Armor boosting would need to become some kind of %-damage-resistance buff (similar to munitions boosting), and ships with armor now would need an hp boost and ships with armor piercing would need a (probably modest) attack boost.  But other than that (and a few other things like the polarizer) armor could go away tomorrow.

Basically all armor was originally intended to do was replace the old "shields" mechanic that caused a random chance of missing at certain ranges.  Armor is better than that one was, I think, but it could be a lot better.

Anyway, I don't want to just remove something from the tactical model without adding something in its place.  To some extent what we just did with energy was remove some things from the economic model while not adding as much back in, but that's from a predisposition of mine that the tactical and strategic models are where there's more fun to be had with additional complexity (not that the econ stuff doesn't feed into the strategic part, of course) since this is far more like an RTS than a 4X, etc.  Not that we want to dumb that down either, but I was more willing there to just rip out the parts people didn't find fun (the thought-simple but time-complex micro).  Though it may indeed become more complex in the future with new collector/reactor types, etc.

All that said: whatever replacement/adjustment/whatever we come up with for armor should still fill a "damage mitigation" role (broadly speaking), but the actual original or ongoing specific-intent for the system isn't of great importance.
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Offline Mánagarmr

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Re: Ye Ol' Armor Debate
« Reply #13 on: July 12, 2012, 09:16:05 am »
I'm in agreement with that armor as a concept should not be removed (because it does actually add to the game), but rather made more pronounced, and possibly something special for some units rather than a blanket function of all vessels.
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Offline Mánagarmr

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Re: Ye Ol' Armor Debate
« Reply #14 on: July 12, 2012, 09:17:25 am »
All that said: whatever replacement/adjustment/whatever we come up with for armor should still fill a "damage mitigation" role (broadly speaking), but the actual original or ongoing specific-intent for the system isn't of great importance.
That. Absolutely that.
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