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.
Actually, with Armor becoming a percent multiplier instead of a value subtracted, it doesn't really matter which order it happens in. If you had 1000 Armor (so 50% reduction) and the enemy did 5000 damage with a x6 hull multplier, you get either 5000 * 6 * 0.5 = 15,000 or 5000 * 0.5 * 6 = 15,000.
In the end, from the 'on the fly' player perspective, I'd like to clarify what we'd see and what effect it would actually have (round numbers).
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.
Ship B takes a shot at ship A, Ship A ends up at 8,000 HP because the AP beats the armor.
Ship C takes a shot at ship A (repaired), and Ship A ends up at 8,500 HP because 25% of its armor remained 'unpierced'.
Ship D takes a shot at ship A (repaired), and Ship A ends up at 9,000 HP because its armor fully kicked in against the shot.
I believe Armor Piercing will subtract from the ship's armor value, and the new armor value will be used to calculate the percentage the attack's damage is reduced by. So:
Ship A has 10,000 HP and 1000 Armor (50% reduction against 0 AP)
Ship B does 2,000 damage/shot and has 3000 armor piercing.
Ship C does 2,000 damage/shot and has 333 Armor Piercing.
Ship D does 2,000 damage/shot and has 0 armor piercing.
Ship B takes a shot at ship A, Ship A ends up at 8,000 HP because the AP reduced the Armor to zero.
Ship C takes a shot at ship A (repaired), and Ship A ends up at 8,800 HP because 667 Armor gives 40% reduction.
Ship D takes a shot at ship A (repaired), and Ship A ends up at 9,000 HP because its Armor remained at 1000 for 50% reduction.
This discounts the reduced armor effectiveness multiplier, which would be the same for Ships B, C and D because they each have the same attack damage. But it might around 0.90 or so. So including that, you get:
Ship A has its 1000 armor reduced to 900 by Ship B, C and D due to the armor effectiveness multiplier.
Ship B takes a shot at ship A, Ship A ends up at 8,000 HP because the AP reduced the remaining Armor to zero.
Ship C takes a shot at ship A (repaired), and Ship A ends up at 8,724 HP because 567 Armor (900 - 333) gives 36.18% reduction.
Ship D takes a shot at ship A (repaired), and Ship A ends up at 8,947 HP because its Armor remained at 900 for 47.37% reduction.
An Artillery Golem might end up with an Armor Effectiveness Multiplier of 0.50, while an Autocannon Minipod would get 1.0. In fact, the system could even be tuned so stuff like the Autocannon Minipod got a multiplier greater than 1, say 1.2, which would mean armor was
extra effective against weak rapid-fire attacks. It might make sense to tune the range from 0.5 to 1.5, rather than 0 to 1 as originally suggested.
WOW, lots of posts while typing this.