pioneerspacesim/pioneer — Issue #881: hull mass, fighting, suggestions and ideas
Author: gernot66
Created: 2012-01-06 00:57:23+00:00
State: open

what about percentages, i mean a ship can perhaps have a "real" hull mass of 50 tons i.e. but the loss of hull is counted in percent relative to a value the ship designer chose, that would be a high value for a fighter and getting logarithmical lower with the amount of hull mass.
the result would be perhaps that the 50ton ship get a hull break at 30tons as example.
it should be left to the designer and no fixed stepping, because maybe i like to make the "Shift" to a real tank, heavy armed but low in acceleration.
more! a value for a possible upgrade of armor-plating, can you imagine? so it will left up to the player if he likes to arm the "Shift" to maximum or to use it unarmed as a carrier. this will not only influence the cargo or resisting of the ship, it changes acceleration values and behave completely.
i'm aware that we have energetic shielding, but that won't help with the "i don't like to fight with one ship for hours".
stronger effect of weapons or less hull mass!
it's ok that a eagle hunts you down in three shots! but it's not ok that i have to fight for "hours" with one ship.
imo chances for fighters should be better, you have a low firing capacity due to lack of space for a bigger weapon, but still
it should be possible to crack up a "imp. explorer" with a 1MW gun in a acceptable timespan.

Some like heavy armed/shielded ships, others (like me) like little to medium sized fighters without shielding or plating.