Quote:
Originally Posted by Rupert
I don't recall if it has, but I've always just assumed that it's considered to be due to compartmentalisation, redundancies, etc. From a game design perspective, it's probably to help beef ships up a bit so they don't die (quite) as fast when hit by large guns and hyper-velocity missiles.
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Which it doesn't do a great job of. The basics of the combat and construction systems in Spaceships are pretty good, but they need massive alteration to deal with spaceships having the durability of soap bubbles relative to how much damage weapons do. I'm planning on doing a post on a system I came up with (in fact it's why I registered a few days ago), but the basics are "quadruple all armor values and make them semi-ablative, step down all weapon damage by one size/caliber (two for lasers), get rid of the /2 armor pen modifier for missiles and shells, change proximity detonations to deal 1/10th cutting damage instead of full damage, and apply a 0.1 wounding modifier to any excess damage after destroying an armor section".