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I would love if other people commented their thoughts on this suggestion
"New terms" (terms I coined and will use in this suggestion):
- Shell density, my proposed new characteristic of shells
- Tensile strength, my proposed new characteristic of armour to be related to shell density. May be optional
If I am correct, the current Armor-penetration mechanics is: "A shell must Destroy a Block Before it can Hit the Next block behind". And in the beta, Angles now play a greater part in resisting AP.
This has lead a game where only highly min-maxed shells have noticeable effectiveness. There is a very high requirement in order to make even a slightly effective AP shell; It must have at least the same AP as the AC (at the optimal 90* angle of impact), but optimally at least 2x AP as AC to deal Kinetic Damage (KD) to the block at a 1:1 ratio; similarly to squeeze effectiveness out of it, the shell needs to have a proportional amount of KD
This is an extremely high bar; it almost makes Rail elements mandatory in order to achieve a reasonable level of AP and KD. Thus, a player cannot make an "APHE" round with ease; most likely, the shell will detonate on only the surface layer, thus removing the entire aspect of the Pierce of "APHE".
The current mechanics thus means that there is no such thing as a "Simple" AP round; they Must be optimised to destroy the blocks they pass through in order to actually "penetrate" anything. With the bar so high, some people have stopped using armor piercing entirely in favor of 100 Round-Per-Minute High-Explosive or Fragmentation shells.
I suggest a new mechanic for Armor penetration. Something like a new stat for shells, like "density" vs armor's "tensile strength". The main goal of this is to allow shells to "pass through" blocks without the need of deplete the HP of a series of Beams to penetrate.
I am unsure of how exactly to explain it, but I'll try my best (Note: These terms are probably incorrect, and I apologise; they are stand-in names for me.):
- A shell stops travelling when it runs out of KD or speed. It will bounce off if it does not have enough AP or Density.
- AP is 2x AC for full KD Damage
- Given word-of-mouth, rumour has it that in Beta, angles factor in alot more in shell richochet. I heard it was because regular blocks like Beams now have angles applied further; decreasing shell penetration
The main point is that "Density" allows shells to penetrate armor with lower tensile strength without needing to destroy the block. This is achieved as the Density, after allowing a shell to pierce a block, uses a calculation that applies damage to blocks the shell travels through.
I currently imagine (note, These are most likely not balanced):
For the initial penetration:
- AP is compared to (AC/cos [angle of impact])- Determines ricochet chance
- Shell density compared to tensile strength: Affects penetration chance
A combination of these gives total penetration chance; I.e Overall penetration chance has a base of 1; the ricochet chance determines if the shell will bounce (being affected by the angle) while the Density improves penetration chance.
I.e Shell always penetrates block at base (aka, will do damage); This can be reduced by the ricochet chance, while mitigated by density v tensile. Maybe something like "Penetration chance = 100% - (ricochet chance * [Density/tensile, usually over 1 because shells are dense]^-1)
For simplification, it could be made that shells autobounce if the angle is > 70 degrees unless the density*AP is, say, 10x more than the AC*Tensile strength.
For penetration damage:
The shell is to damage the block given its Density v Tensile strength, with relation to shell diameter and length, and then factored with the current "AP needs to be 2x more than AC to do full damage". It deals damage to the block and retains a fraction of whats left.
For simplification, if the kinetic damage remaining in the shell is less than 10% of the HP of the block it travels through, It ignores that calculation and deals the normal damage of "AP needs to be 2x more than AC to do full damage".
I am imagining something like:
- Damage done = Current kinetic damage * ([density/tensile as percentage] - 100%, where density is generally higher than tensile), then factored by AP/AC, and finally multiplied by, say, shell length/1 metre. Max damage limited by Block HP.
- If there is a system in place which can determine the orientation of a block relative to where it gets hit (aka it can tell if its hitting a beam side on or length-on), then it could be adjusted.
This means that the shells tend not to use all its kinetic damage if the stats between shell and armor are relatively scaled equally. Reason for increased penetration for decreased per-block damage is that either the Density, AP or KD skews it in favor of the shell, but not so much as cause the potential total KD damage to go far above 100%.
Remaining damage = Current kinetic damage - Damage dealt (Max damage dealt is equal to the block remaining HP).
The calculations are probably very unbalanced/do not work in every situation, and could be refined