As we know, current armour system is flawed. It greatly rewards using multiple layers of thin decorative plates over equivalent thickness of standard plates. And I'm talking about 3x higher resistance to penetration.
It's all caused by AV - an invisible number that reduces projectile energy before dealing voxel damage.
I guess it was introduced to help performance: less voxel damage caused by infantry spray weapons like antigel.
I know armour is being reworked already, and I'd love to know how it gonna work. Could devs explain it, similar to how current model? @VilleFB ?
In the meantime here's how I'd do it:
Simple to understand for players, easy to judge plate/component condition by looking at it, while still performance friendly (low calibre weapons leave no holes, unless you focus fire single plate):
AV is used to divide projectile energy.
Each hit calculates how many voxels it can remove (voxel damage). [ VD = PE / AV ]
Voxels get physically removed only if VD>200. So holes smaller than 200 voxels just won't show.
VD that wasn't used for removing voxels is stored as a number, and removes voxels once it accumulate more than 200.
I.e. weapon that deals 40 VD with each hit (PE=AV*10) will create visible hole every 5th hit.
AV is proportional to the amount of remaining voxels. So plate that lost half of it's voxels, has it's initial AV reduced by half.
Example numbers, to keep roughly current weapon balance:
Bastium: AV 1000
LC: PE 16 000k, Calibre 24
LC hit can remove 16k bastium voxels, so almost 3 layers of standard plates, leaving 24cm diameter hole. Same as now.
Assault rifle: PE 100k, C 5
Single AR hit won't show, second will remove 200 voxels, hole 10cm deep and 5cm diameter.
Rail rifle: PE 1 500k, C 5
RR hit will go through 6 layers of bastium, leaving tiny 5cm diameter hole.
Oninium: AV 7000
LC leaves 5cm deep hole, 24cm diameter (2300 voxels removed)
RR Pen=10cm, 5cm diam (215 voxels)
Ideas to make materials more varied (rather than just being better or worse):
1. Cohesion: adds to projectile calibre (hole diameter) thus reduce penetration depth. High for ceramic-like materials, low for structural ones.
I.e. plate with cohesion 5 makes LC penetrate 70% depth (29cm diameter, instead of 25cm) and RR 25% only depth (10cm diameter, instead of 5cm)
2. Resilience: changes how loosing voxels affects loosing AV. At resistance=1 AV is proportional to amount of voxels. At R=2, AV drops 2x slower (min 50% AV). At R=0.5 AV drops to 0 when plate still has 50% of voxels left. Ceramic and glass will usually be brittle, while composite plates resilient.
3. Hardness: changes minimal amount of damage required to leave visible hole. Low for glass and internal components. High for plating, beams and other commonly used parts. Would would allow glass to be visibly damaged much easier, without being easier to penetrate. Low hardness components would affect performance more (more tiny holes from hand weapons), but they aren't used as much, so the impact shouldn't be that big. But players look at them more, so it's worth the sacrafice.
EDIT:
Quick spreadsheet with example numbers: both for weapons and materials.
https://docs.google.com/spreadsheet...oBZmJ9l8l6X2m7TVN9zsQCoe908/edit#gid=47563609
It's all caused by AV - an invisible number that reduces projectile energy before dealing voxel damage.
I guess it was introduced to help performance: less voxel damage caused by infantry spray weapons like antigel.
I know armour is being reworked already, and I'd love to know how it gonna work. Could devs explain it, similar to how current model? @VilleFB ?
In the meantime here's how I'd do it:
Simple to understand for players, easy to judge plate/component condition by looking at it, while still performance friendly (low calibre weapons leave no holes, unless you focus fire single plate):
AV is used to divide projectile energy.
Each hit calculates how many voxels it can remove (voxel damage). [ VD = PE / AV ]
Voxels get physically removed only if VD>200. So holes smaller than 200 voxels just won't show.
VD that wasn't used for removing voxels is stored as a number, and removes voxels once it accumulate more than 200.
I.e. weapon that deals 40 VD with each hit (PE=AV*10) will create visible hole every 5th hit.
AV is proportional to the amount of remaining voxels. So plate that lost half of it's voxels, has it's initial AV reduced by half.
Example numbers, to keep roughly current weapon balance:
Bastium: AV 1000
LC: PE 16 000k, Calibre 24
LC hit can remove 16k bastium voxels, so almost 3 layers of standard plates, leaving 24cm diameter hole. Same as now.
Assault rifle: PE 100k, C 5
Single AR hit won't show, second will remove 200 voxels, hole 10cm deep and 5cm diameter.
Rail rifle: PE 1 500k, C 5
RR hit will go through 6 layers of bastium, leaving tiny 5cm diameter hole.
Oninium: AV 7000
LC leaves 5cm deep hole, 24cm diameter (2300 voxels removed)
RR Pen=10cm, 5cm diam (215 voxels)
Ideas to make materials more varied (rather than just being better or worse):
1. Cohesion: adds to projectile calibre (hole diameter) thus reduce penetration depth. High for ceramic-like materials, low for structural ones.
I.e. plate with cohesion 5 makes LC penetrate 70% depth (29cm diameter, instead of 25cm) and RR 25% only depth (10cm diameter, instead of 5cm)
2. Resilience: changes how loosing voxels affects loosing AV. At resistance=1 AV is proportional to amount of voxels. At R=2, AV drops 2x slower (min 50% AV). At R=0.5 AV drops to 0 when plate still has 50% of voxels left. Ceramic and glass will usually be brittle, while composite plates resilient.
3. Hardness: changes minimal amount of damage required to leave visible hole. Low for glass and internal components. High for plating, beams and other commonly used parts. Would would allow glass to be visibly damaged much easier, without being easier to penetrate. Low hardness components would affect performance more (more tiny holes from hand weapons), but they aren't used as much, so the impact shouldn't be that big. But players look at them more, so it's worth the sacrafice.
EDIT:
Quick spreadsheet with example numbers: both for weapons and materials.
https://docs.google.com/spreadsheet...oBZmJ9l8l6X2m7TVN9zsQCoe908/edit#gid=47563609
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