Day 88: 15 May 2013
New update again. Here’s the link if you’re not getting the automatic updates already: http://100ExperiencePoints.com/daily/100XP-Setup.exe.
The armor is up and running. Give it a whirl.
There are a couple of things that I saw that I want to bring up. First, it seems like early on, different things would cause my ship’s armor to be reset to 0. I couldn’t ever pinpoint the cause, and it seemed to go away. But if you think you see this (perhaps on switching screens or restarting?) let me know so I can keep digging into it.
Now go ahead and read this second part if you want, but I think I’d prefer for you to go play the game and form your own opinion first.
The armor seems… too strong.
Let me start with a brief discussion of how it works, if you didn’t see any of my earlier updates. Basically, when any damage is dealt to the ship or a part on a ship, armor subtracts a certain amount, right off the top. A torpedo does about 5 points of damage. If you have an armor rating of 3, torpedoes will only do 2 points of damage for each one. Missiles do about 0.8 damage. They’ll be useless against a ship with an armor rating of 5.
Handling damage from beam weapons is a little more complicated, simply because they don’t deal all of their damage in an instantaneous impact, but rather, spread out over a period of time. But the general idea still applies.
So if you jam the armor rating on all of your ships to 5, they’ll be slower than snails, but only the rockets will be a threat.
Does it feel that way to you too?
I don’t know. Perhaps it’s just a matter of some rebalancing in the game, but I’m also wondering if perhaps this particular model for armor isn’t going to quite cut it.
I wonder about the possibility of, instead of subtracting that amount off the top, it reduces it by 80% or 90%. (Instead of the full 100%.) That way all weapons still do damage, it’s just significantly less effective.
I don’t know. It’s something to think about, anyway…