Vortex
Mongoose
I was thinking about the spaceship armour problem and I came up with this. I've never actually run any spaceship combat so I would like to know what you all think about it.
First, I started with the premise that even a single Delta-V, given a lot of time and energy and no resistance, could eventually bring down something like primus one very little bit at a time. Obviously, such an enterprise has to be very, very impractical.
The system can basically be boiled down to a single line: "Every time a ship's armour has absorbed a cumulative amount of damage equal to its original value, its current value is lowered by one."
Example 1: (I don't have ship stats with me so these are a really abstract example)
Defender: Armour value=10
Attacker: Total offence=12
1st hit: Def. takes 2 dmg, armour reduced by 1 (it absorbed 10)
2nd hit: Def. takes 3 dmg (current armour is 9), armour not reduced (it only absorbed 9)
3rd hit: Def takes 3 dmg (current armour is 9), armour reduced by 1 (9 before + 9 now = 18 so it is reduced and has already absorbed 8 so 2 more and it is reduced again)
4th hit: Def takes 4 dmg (current armour is 8 ), armour reduced by 1 (8 before + 8 now = 16 so it is reduced and has already absorbed 6 so 4 more and it is reduced again)
5th hit: Def takes 5 dmg (current armour is 7), armour reduced by 1 (6 before + 7 now = 13 so it is reduced and has already absorbed 3 so 7 more and it is reduced again)
6th hit: Def takes 6 dmg (current armour is 6), armour not reduced (3 before + 6 now = 9 so it is not reduced and has already absorbed 9 so 1 more and it is reduced again)
And so on…
Example 2:
Defender: Armour value=10
Attacker: Total offence=8
1st hit: Def. takes 0 dmg, armour not reduced (it only absorbed 8 )
2nd hit: Def. takes 0 dmg (current armour is 10), armour reduced by 1 (8 before + 8 now = 16 so it is reduced and has already absorbed 6 so 4 more and it is reduced again)
3rd hit: Def takes 0 dmg (current armour is 9), armour reduced by 1 (6 before + 8 now = 14 so it is reduced and has already absorbed 4 so 6 more and it is reduced again)
4th hit: Def takes 0 dmg (current armour is 8 ), armour reduced by 1 (4 before + 8 now = 12 so it is reduced and has already absorbed 2 so 8 more and it is reduced again)
5th hit: Def takes 1 dmg (current armour is 7), armour not reduced (2 before + 7 now = 9 so it is not reduced and has already absorbed 9 so 1 more and it is reduced again)
And so on…
Example 3:
Defender: Armour value=10
Attacker: Total offence=5
First 12 hits: Def. takes 0 dmg, armour is reduced every 2 shots. (5+5 = 10)
13th hit: Def. takes 1 dmg (shot 12 brought current armour to 4), armour not reduced (it only absorbed 4)
14th hit: Def. takes 1 dmg (current armour is 4), armour not reduced (4 before + 4 now = 8 so it is not reduced and has already absorbed 8 so 2 more and it is reduced again)
15th hit: Def. takes 1 dmg (current armour is 4), armour reduced by 1 (8 before + 4 now = 12 so it is reduced and has already absorbed 2 so 8 more and it is reduced again)
16th hit: Def. takes 2 dmg (current armour is 3), armour not reduced (2 before + 3 now = 5 so it is not reduced and has already absorbed 5 so 5 more and it is reduced again)
And so on…
So even a total offence of 2 could bring down an armour of 50 if it could sit next to it and keep pounding (which is very unlikely).
The thing I like about this system is the fact that the more the armour is already damaged, the less it gets damaged by new attacks. It makes sense since when you deal more damage it means you didn't hit the armour, you hit one of the holes you've previously made in it.
Actually, a new order "Target their armour" could be created to actively target the armour. All damaged would be absorbed so it would lower armour faster but deal no other damage to the ship.
I know that it can seem complicated to keep track of all this the way I presented it but it's actually quite simple. All you have to do is keep a note of how many points have been absorbed by a ship. Count the number of times the original armour is included in this number and you know by how much the armour is currently reduced.
In example one, it would look like this on your sheet:
10
19
28
36
43
49
10 fits 4 times in 49 so you know armour is down by 4 after the 6th attack.
Alternatively, you could calculate the armour degradation as you add absorbed damage:
In example one, it would look like this on your sheet:
10 => 0, armour: -1
9
18 => 8, armour: -2
16 => 6, armour: -3
13 => 3, armour: -4
9
First, I started with the premise that even a single Delta-V, given a lot of time and energy and no resistance, could eventually bring down something like primus one very little bit at a time. Obviously, such an enterprise has to be very, very impractical.
The system can basically be boiled down to a single line: "Every time a ship's armour has absorbed a cumulative amount of damage equal to its original value, its current value is lowered by one."
Example 1: (I don't have ship stats with me so these are a really abstract example)
Defender: Armour value=10
Attacker: Total offence=12
1st hit: Def. takes 2 dmg, armour reduced by 1 (it absorbed 10)
2nd hit: Def. takes 3 dmg (current armour is 9), armour not reduced (it only absorbed 9)
3rd hit: Def takes 3 dmg (current armour is 9), armour reduced by 1 (9 before + 9 now = 18 so it is reduced and has already absorbed 8 so 2 more and it is reduced again)
4th hit: Def takes 4 dmg (current armour is 8 ), armour reduced by 1 (8 before + 8 now = 16 so it is reduced and has already absorbed 6 so 4 more and it is reduced again)
5th hit: Def takes 5 dmg (current armour is 7), armour reduced by 1 (6 before + 7 now = 13 so it is reduced and has already absorbed 3 so 7 more and it is reduced again)
6th hit: Def takes 6 dmg (current armour is 6), armour not reduced (3 before + 6 now = 9 so it is not reduced and has already absorbed 9 so 1 more and it is reduced again)
And so on…
Example 2:
Defender: Armour value=10
Attacker: Total offence=8
1st hit: Def. takes 0 dmg, armour not reduced (it only absorbed 8 )
2nd hit: Def. takes 0 dmg (current armour is 10), armour reduced by 1 (8 before + 8 now = 16 so it is reduced and has already absorbed 6 so 4 more and it is reduced again)
3rd hit: Def takes 0 dmg (current armour is 9), armour reduced by 1 (6 before + 8 now = 14 so it is reduced and has already absorbed 4 so 6 more and it is reduced again)
4th hit: Def takes 0 dmg (current armour is 8 ), armour reduced by 1 (4 before + 8 now = 12 so it is reduced and has already absorbed 2 so 8 more and it is reduced again)
5th hit: Def takes 1 dmg (current armour is 7), armour not reduced (2 before + 7 now = 9 so it is not reduced and has already absorbed 9 so 1 more and it is reduced again)
And so on…
Example 3:
Defender: Armour value=10
Attacker: Total offence=5
First 12 hits: Def. takes 0 dmg, armour is reduced every 2 shots. (5+5 = 10)
13th hit: Def. takes 1 dmg (shot 12 brought current armour to 4), armour not reduced (it only absorbed 4)
14th hit: Def. takes 1 dmg (current armour is 4), armour not reduced (4 before + 4 now = 8 so it is not reduced and has already absorbed 8 so 2 more and it is reduced again)
15th hit: Def. takes 1 dmg (current armour is 4), armour reduced by 1 (8 before + 4 now = 12 so it is reduced and has already absorbed 2 so 8 more and it is reduced again)
16th hit: Def. takes 2 dmg (current armour is 3), armour not reduced (2 before + 3 now = 5 so it is not reduced and has already absorbed 5 so 5 more and it is reduced again)
And so on…
So even a total offence of 2 could bring down an armour of 50 if it could sit next to it and keep pounding (which is very unlikely).
The thing I like about this system is the fact that the more the armour is already damaged, the less it gets damaged by new attacks. It makes sense since when you deal more damage it means you didn't hit the armour, you hit one of the holes you've previously made in it.
Actually, a new order "Target their armour" could be created to actively target the armour. All damaged would be absorbed so it would lower armour faster but deal no other damage to the ship.
I know that it can seem complicated to keep track of all this the way I presented it but it's actually quite simple. All you have to do is keep a note of how many points have been absorbed by a ship. Count the number of times the original armour is included in this number and you know by how much the armour is currently reduced.
In example one, it would look like this on your sheet:
10
19
28
36
43
49
10 fits 4 times in 49 so you know armour is down by 4 after the 6th attack.
Alternatively, you could calculate the armour degradation as you add absorbed damage:
In example one, it would look like this on your sheet:
10 => 0, armour: -1
9
18 => 8, armour: -2
16 => 6, armour: -3
13 => 3, armour: -4
9