diddimus wrote:I asked this when i saw a pre-release version. As far as I'm aware a 10 hull ship would have to spend more on thrust than a 5 hull 5 armour ship. Both can take 10 damage, but one is smaller and potentially faster where as the other is larger, able to carry more but slower.
Don't know if this works in practice though.
Pretty much. Hull 5 Armor 5 has the same DRAT as Hull 10, so it all comes down to thrust. Armor is primarily useful for making tough things that achieve a certain desired speed. It actually does kind of work out, since the thrust factor grows faster than available SU with hull size.
It can, however, also be useful for very slightly manipulating how your systems degrade. For example, a Hull 4 Armor 8 can take 4 hits (2 armor 2 hull) before becoming damaged, while a hull 8 takes 3. Better yet, hull 4 armor 1 gives you three hits (more than half your effective hull) before you're damaged, vs 2 before damaged for hull 5.
To be honest, though, this reasoning is true of all the defenses. Why buy ECM 2 instead of doubling hull size? Or shields 4? And the answer is "well, for simulating a particular settings where ships have these defenses" rather than "well, because they're optimal." Because they're not; they're balanced-ish (and using them does expose you to certain counter-traits like Piercing).