Hmmm, here are my thoughts on first glance.
1) Change armor_piercing calculation from just a type-specific bonus to (some_function(log10(damage_per_shot))) + type_specific_armor_piercing_bonus, with the result being a value between 0 and 1 with 0 meaning no armor piercing and 1 meaning "ignore armor". This number is precomputed for each type and would be based off the "mark I" damage per shot for that ship type, rather than scaling with mark. All the player sees for this stat is a % of armor penetration, so they don't need to know how it got that.
If this is precomputed, why bother with the formula? I can't see the in-game difference as the game is referencing a static % at run time.
Otherwise, no issue for me here.
2) Make armor and armor-piercing not scale up with mark level.
I realize you mean this in the sense that it does not get multiplied by Mark level as currently exists. I'd still like to see something that makes a higher Mark level more powerful then a simple doubling of its raw stats but leaving that out will not break this implementation.
3) Change damage-done-through-armor calculation from:
- Max((damage_per_shot-(armor-armor_piercing)),damage_per_shot*0.2)
- => Max(
(damage_per_shot*1000)
/ ( 1000 + armor*(1-armor_piercing) )
, damage_per_shot*0.1
)
Which is more complex but that's fine. Could also change the display of the armor stat to the % reduction given when the attacker has no armor piercing (max 90%).
Pretty much what we have been talking about. 100 Armor = 91% Dmg done, 250 Armor = 80%, 500 armor = 67%, 1000 Armor = 50% and so on. You would have to get up to 9000 armor to hit the 10% minimum damage threshold, I suppose with armor boosters that might be hit?
4) Make hull multipliers come after armor is applied.
Oh wow, big change. With this attack multipliers no longer act as effective armor piercing, a ship with armor piercing could now do significantly more damage then a ship with attack multipliers under the right circumstances.
5) Obviously, pick new armor and armor piercing values for... well, everything The general idea balance wise is that armor is "cheaper" than cap-health in the sense that 10% armor would cost less than 10% more health. Similarly, a +10% armor piercing type-specific bonus would cost less than simply doing 10% more base damage.
Unavoidable really. Having said that, most units will be at 0 armor and 0 armor piercing I would think, units like the fighter would drop to 0 armor (from 300) in the new system?
My only objection comes back to the fact that Mark levels would become linearly straight. A Mk II is exactly twice as powerful as 2x Mk I ships. I'd still like to see a small bonus of some sort for upgrading but it looks like that is not in the cards.
Having said that, we'll see what I think tomorrow, I've already flip-floped on this topic once.
edit to add:
Wanderer: That is not quite how the system works, at least with the formula Keith has posted.
Ship A has 10,000 HP and 50% armor.
Ship B does 2,000 damage/shot and has 75% armor piercing.
Ship C does 2,000 damage/shot and has 25% armor piercing.
Ship D does 2,000 damage/shot and has 0% armor piercing.
First, 50% armor is 1000 armor so:
Ship B takes a shot at ship A and Ship B ignores 75% of Ship A's armor, so Ship A has 250 armor and takes:
2000* 1000/(1000+250) = 1600 damage (80%) taken.
Ship C takes a shot at ship A and ignores 25% of Ship A's armor, so Ship A has 750 armor and takes:
2000* 1000/(1000+750) = 1143 damage (57%) taken.
Ship D takes a shot at ship A and ignores no armor, so Ship A has 1000 armor and takes:
2000* 1000/(1000+1000) = 1000 damage (50%) taken.
D.