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Post by drspendlove on Aug 29, 2020 12:00:13 GMT -5
Components that give large amounts of armor as their primary or sole function could also boost engine effective component HP.
Imagine that a large slot armor component would give engine component HP as though the mass of the engine were +50, a medium would give +30 and a small would give +10. This would help resist not only direct damage, but also internal damage and even DoT effects that land on the engine. As these armor components are disabled from damage, the bonus "effective component HP" to the engine would be disabled (as well as the armor bonus they primarily give.)
This change would have three major effects:
1) It would make having an armor component attractive to players afraid of nuking their own engines with Burner Skid and similar talents as well as those that are attempting any kind of mitigation approach. 2) Lucky crits to the engine would be less likely to end a battle against heavily armored AI ships, slightly tilting the difficulty of the game against the player. (I call this a win.) 3) Players would start to be very eager to have the mechanics of component HP revealed.
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Post by fallen on Aug 29, 2020 16:02:51 GMT -5
Very cool concept! I do not think we are going to get into cross-component individual hit point changes, but I definitely like the direction.
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