Armor is ablative in Transcendence. Past a certain point, a thicker plate just has more HP, not resistance. WMD should not have any effect specific to capital ship armor. The correct way to make armor thicker is to extend the pseudoenhancement mechanic for slots to armor and run a global <ondestroyed> to double the amount of armor left in wrecks of ships with the capital tag. This would allow a lot of valuable flexibility in the thickness of a ship's armor and even allow some arcs to be covered by extra thick armor while others aren't similar to the old noncritical segment system.JohnBWatson wrote:A capital ship should not be plinked to death by a laser beam as easily as a fighter. Of course, it should also not take 25 howitzer hits to destroy its unarmored interior either.AssumedPseudonym wrote: Something of an odd thought for making internal compartments less ridiculously overpowered: Remove the WMD requirement to effectively damage them. There would have to be rebalancing across the board, yes, but that’s going to happen no matter how internals are eventually dealt with.
My suggestion, in its most concise form:
- Merge internal HP systems: Internal HP should be possible to deplete entirely, but the ability to kill critical armor segments and the chance to kill a ship with a WMD hit to a noncritical should return. This is both more realistic and more fun.
- Nerf internal HP overall: Reduction by a factor of 2 should suffice for any given ship.
- Make armor relevent in defending capital ships: A multiplier from 0.5 for WMD 0 to 1.5 for WMD 7 should be applied to all shots hitting a capital ship's armor. Serves to make WMD truly useful in addition to making fighting capital ships a bit different from fighting noncapitals.
I'd rather see the WMD mechanic removed than see it dominate capital ship combat. It makes nonsense of the lore which features capital ships with non-WMD primary armaments and non-WMD armed gunships not being completely ineffectual. If WMD represents anything it's the ability to do additional damage to non-armor. Increased damage to armor has its own mechanic. The WMD curve assumes that each point of station HP or ship internal structure is a compartment. The structure value should be the number of compartments to reach either a critical structural member or something that destroys the ship if lost. That's compartments, not rooms. These things:
A station will tend to have a lot of compartments, but a ship will tend to have one go across the entire ship. That pic is the USS South Dakota, the second to last American battleship class. A larger ship might have seven compartments at each cross section, but destroying the second would mission kill the ship since doing so would involve destroying the main longitudinal structural members. A very broad ship like the worldship or terraformer might have nineteen, but the effective depth to kill would be three. It would take something enormous like the Xenophobe Arc or nearly immobile like the CSC to have station-like levels of structural redundancy. Otherwise it's just not worth modeling.