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				 Re: Proposed Damage System Overhaul 
 Not sure I get the percentage thing on penetration/damage absorbtion.  A layer of sheet metal from a car door will stop a much larger percentage of the total damage from a .25 auto pistol bullet than from a .50 cal machinegun bullet.  In fact, it might completely stop the .25 and not measurably slow down the .50 cal.
 It seems to me that a more realistic model is to rate waepons for penetration and shields/armor for penetration resistance, with the damage actually taken by the target = D * (P-R)/P where
 D = base damage caused by the weapon at the given range
 P = penetration of the weapon at that range
 R = resistance of the shield/armor
 
 You could then have different damage types for which a given weapon might have different D & P and a given shield/armor might have a different R.
 
 To prevent just piling on too many layers of shield/armor (so as to outclass all weapon P values), though, you'd want to limit the number of slots available for defenses but have something conceptually similar to mounts for them so bigger ships can mount a stouter defense.
 
			
			
			
			
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