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Old December 10th, 2001, 07:42 PM
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Default Re: Armor, Shields and Damage (FAQ)

Has it ever bothered anyone that 10KT of armor covers a Battleship just as effectively as an Escort. I think that armor effectiveness should be modified by the hull size. This would also make smaller hulls have more compensation for being able to hold fewer components.

I would suggest a formula that makes large hull require more armor components to be equally effective: Adjusted Armor Value = Base Armor Value /((KT of Hull/100)^.5))

where ^.5 means raised to the half power (also known as a square root).

You could even go simpler and make it linear: [b]Adjusted Armor Value = Base Armor Value x (100 KT/Hull Size in KT). This would make a light cruiser require 2 armor to be equal to a frigate with 1 armor (400 KT versus 200KT).

You could use 150KT as the base factor instead of 100 if you want Escorts to be at base value. My 100 based formula actual boosts the armor effectiveness of Escorts (they need help anyway).

I would also suggest a similar thing be done with shield points.

Not that Malfador can handle even multiplication in formulas (ever notice most things are addition and subtraction rather than multiplication and division?).
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