Topic: Confused By Armour

I am a bit confused as to what purpose Armour serves in Nova.

As it is broken up into 3 parts like the Hull boxes, what difference is there between having 6 Hull and 3 Armour, and having 9 Hull?  In fact as Armour uses up SU am I not better just going with more Hull?

If all the Armour was in the first third, so it took longer before you reached the first damage threashold I could understand why you would use it, but not as it stands at present.

Have I missed something funtamental in the rules?  Do Catastrophic and Dx2/Dx3 weapons not to extra damage against Armour?

Thanks

Re: Confused By Armour

During an idle moment I thought of this a few days ago but got busy here in the real? world and forgot it again. :shock:   You've prompted me to have a look. I played around with the drydock building part ships and here is my take, it may not be the official line.

Basically for a given Hull size/[number of hull boxes] you get so much SU space. You can fill that SU with things like weapons etc and Armor is one of those things. Armor is a 'system' which increases the number of hits needed to reach a critical test point. This increase is shown by adding extra 'hull boxes' they are show separately in case Dan finally gives in to pressure and allows an Ignore armor trait.  wink

Re: Confused By Armour

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.

Re: Confused By Armour

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).

Re: Confused By Armour

I hope that a "Ignore Armor" weapon trait or any other trait that damages armor more than usual never becomes part of Starmada Nova Edition.  Use Catastrophic damage if you want to ravage armor or hull...

Re: Confused By Armour

BeowulfJB wrote:

I hope that a "Ignore Armor" weapon trait or any other trait that damages armor more than usual never becomes part of Starmada Nova Edition.  Use Catastrophic damage if you want to ravage armor or hull...

Agreed, completely.  The benefit of armor over just taking more hull seems sufficiently marginal that such a trait would likely drive its use out of the metagame entirely.  ECM has the benefit that it can reduce incoming volume of fire to 0, Shields you can get lucky rolls with, but armor...  not much going for it.

Re: Confused By Armour

I know I'm the only one who cares about this, but: how would you model Traveller meson weapons? They are stopped by shields, could be avoided by ECM, but ignores armor (and hull?) entirely, causing system damage, internal explosions and radiation damage. Riddle me this: I want a weapon that causes no end of havoc, but leaves a ship's armor and possibly hull entirely untouched.

Re: Confused By Armour

jwpacker wrote:

I know I'm the only one who cares about this, but: how would you model Traveller meson weapons? They are stopped by shields, could be avoided by ECM, but ignores armor (and hull?) entirely, causing system damage, internal explosions and radiation damage. Riddle me this: I want a weapon that causes no end of havoc, but leaves a ship's armor and possibly hull entirely untouched.

I used to use a trait in SAE for "Flash" weapons, that continued to do system damage until you rolled a hull (was it continuous damage?).

Unfortunately there isn't a trait in Nova and I don't think there will be.  It's sad that there's no EMP style weapons, but damaging the few boxes of systems would be crazy.

Re: Confused By Armour

I took my Standard Design BB Arizona which had 25 armor and 20 hull, and is on my accound on the DryDock.  On the drydock, I changed it to 45 hull.  The cost remained at 422 and the speed I kept at 4; no changes except the change to all hull.  This leaves me with 3360 spaces.  This No-Armor, Big Hull version of my Standard Dreadnought is actually much less vulnerable to being taken over by Marines.  I honestly see not much advantage to having armor, except that I like having Armor!!
If a trait is ever developed that makes a weapon more effective against armor, I will merely change all the armor to hull.  If a ship design changes all the armor to hull, (getting a much a bigger hull) the idea that it will not be able to keep the same thrust  is simply Not true.  My ship will gain over 3360 spaces...  Perhaps I will reduce the armor and increase the thrust to 5...

:idea: Continued, I was able to change the thruse of the 45 Hull version of the Arizona to 6.  This increases the ship cost by only 20 points.  And the ship still has over 1500 spaces.  This has me reconsidering this "Standard Design".  A thrust of 6 gives a ship many more movement options than thrust 4...

Good Grief, I am now rethinking my designs.  This discussion has had an unintended Outcome. :shock:

Re: Confused By Armour

BeowulfJB wrote:

I took my Standard Design BB Arizona which had 25 armor and 20 hull, and is on my accound on the DryDock.  On the drydock, I changed it to 45 hull.  The cost remained at 422 and the speed I kept at 4; no changes except the change to all hull.  This leaves me with 3360 spaces.  This No-Armor, Big Hull version of my Standard Dreadnought is actually much less vulnerable to being taken over by Marines.  I honestly see not much advantage to having armor, except that I like having Armor!!
If a trait is ever developed that makes a weapon more effective against armor, I will merely change all the armor to hull.  If a ship design changes all the armor to hull, (getting a much a bigger hull) the idea that it will not be able to keep the same thrust  is simply Not true.  My ship will gain over 3360 spaces...  Perhaps I will reduce the armor and increase the thrust to 5...

:idea: Continued, I was able to change the thruse of the 45 Hull version of the Arizona to 6.  This increases the ship cost by only 20 points.  And the ship still has over 1500 spaces.  This has me reconsidering this "Standard Design".  A thrust of 6 gives a ship many more movement options than thrust 4...

Good Grief, I am now rethinking my designs.  This discussion has had an unintended Outcome. :shock:

Eh, thrust 4-6 is pretty sustainable.  I was looking at thrusts up in the 10-12 range when I reached my conclusions.  And you make a good point about marines..

Re: Confused By Armour

I have redesigned this ship, reducing the armor by a lot, and increasing the hull some.  I have also added closerange AA guns.  I will post the changes on the B-Basin Nova section.

Re: Confused By Armour

BeowulfJB wrote:

I took my Standard Design BB Arizona which had 25 armor and 20 hull, and is on my accound on the DryDock.  On the drydock, I changed it to 45 hull.  The cost remained at 422 and the speed I kept at 4; no changes except the change to all hull.  This leaves me with 3360 spaces.  This No-Armor, Big Hull version of my Standard Dreadnought is actually much less vulnerable to being taken over by Marines.  I honestly see not much advantage to having armor, except that I like having Armor!!

I'm not sure I understand how not having armor makes a ship less vulnerable to being taken over by marines.
Unless I'm interpreting the marine rules incorrectly, marine attacks still have to eliminate both hull and armor.
It's just done in reverse order.

Kevin

Re: Confused By Armour

Oh yeah, you're right...  it does specifically mention crossing off armor boxes.  I guess we were extrapolating from AE, where marines cared not about Armor Plating.  This way is rather counterintuitive, though...  "Yes, let us take and hold this piece of external armor plating!"  "Sarge, isn't this where we're most likely to be vaporized by incoming fire?"  "It's called a beachhead, trooper."  "But 7th Platoon has already taken engineering; we don't need a beachhead.  Shouldn't we be inside, killing crewmen and taking the bridge?"  "..."

On the one hand, it would be kinda neat if marines acted as an anti-armor weapon.  On the other hand, armor doesn't need the counter.

Re: Confused By Armour

Nomad wrote:

Oh yeah, you're right...  it does specifically mention crossing off armor boxes.  I guess we were extrapolating from AE, where marines cared not about Armor Plating.  This way is rather counterintuitive, though...  "Yes, let us take and hold this piece of external armor plating!"  "Sarge, isn't this where we're most likely to be vaporized by incoming fire?"  "It's called a beachhead, trooper."  "But 7th Platoon has already taken engineering; we don't need a beachhead.  Shouldn't we be inside, killing crewmen and taking the bridge?"  "..."
On the one hand, it would be kinda neat if marines acted as an anti-armor weapon.  On the other hand, armor doesn't need the counter.

I can't remember whether this came up in playtesting or not.
It does seem a little illogical, but from an ability and balance point of view, it's probably better to have to destroy both hull and armor.

Kevin

Re: Confused By Armour

Marines dont cripple systems, so by having them damage both weapons and armor its easier for the rest of your ships to cripple systems, as your marines have undermined a portion of their hull.  Or at least thats how id use them.  I regret not using my specifically designed assault ship to try such a thing when we were play testing. 

As to whether or not to take armor, i like it and its something thats realistic.  As for weapons that bypass armor, does that mean you would like a +X shift on ships that have more hull?  I see where your coming from, but at the same time even PRC doesnt completely negate shields.  If you pay for something you should get some use out of it, for instance my ships dont have shields, but have a lot of armor.  I went the "I know exactly how much my ships can take" route rather that then "Im paying for a chance to stop some bullets".  Sure you can just go more hull for no difference and some extra space, but how fluffy is that? 

If ya like armor horray!
If ya dont horray!

Seems kind of a either or kind of thing.

Re: Confused By Armour

If you always design your ships to use a consistent tech level (I recommend 0) and use up all the space on your ships, then armour makes a lot of sense.  If you mess with tech a lot or don't fill up your ships, then I can see where armour starts not to make as much sense.

IMHO you should select hull sized based on the relative sizes of your fleet and stick to it.  This will allow you to have quick little ships and more lumbering large ships with the ability to buy shields more cheaply (I could be wrong here but that is what worked in AE).  If you just want it tougher get armour and don't worry about it.

-Tim

Re: Confused By Armour

I am considering a house rule that for every 5 full boxes of Armor you would normally get, you get 1 'FREE' box of Armor.  So too bad for certain hull/Armor combinations, and the smallest vessels couldn't get a free box either, but my friends seem to want this to work, so I'll be trying to balance it in. (One friend is definately a '1900 - 1950' naval junkie).   My friends like armor and and it's destruction. 
We are also are considering a Semi effective 'Anti-Armor'  kind of weapon trait which has three versions : skip 1st armor, skip first 3 armor, skip first 5 armor style of damage (nothing would modify the armor skip value - this may chance when I get Nova).  These anti-armor traits would be tied to the spaces a certain race's weapon took up.   Weapons under a certain space size would get no bonus, and weapons from x to y spaces get skip 1st armor, from y to z spaces get skip first 3 armor, and weapons above z spaces get the skip first 5 armor.
How much exra space would you add to a weapon to get the 'skip first 2 un-destroyed armor' trait; and remember that the really big vessels in this campaign will be getting a nice amount of 'Free' armor if they go that way, so you'll want some sort of anti-armor tech hehehehe.  It cant be much or you really would just buy another weapon, but cost wise, its a trait that cost  a little extra space and not your cash. I also suspect my friend will want his fighters to have a skip 1st armor wpn trait for his fighters as well, but that will have to cost him a little cash as there is no space to trade up to; but that is if the anti-armor fighter trait is allowed at all.

Re: Confused By Armour

I just think armour would just make more sense if it was front loaded -  i.e. it all had to be destryed before you move on to the first set of Hull boxes.

That would also allow for armour piercing weapons to skip it and go direct to Hull.

Re: Confused By Armour

hmmm....
I always design my ships within a setting so armor is just part of that setting. 

But as a direct test I stole  yikes  the Commonwealth STEADFAST-class Armored Cruiser (apologies to the designer) from the drydock sandbox and directly changed the armor into hull converted it to Commonwealth STEAD-OF-class Un Armored Cruiser ! The break points did change with Damaged now being one box fewer and Crippled more more, due I suspect to rounding. The CR remains the same and there is no difference in the game performance of the ship but you now have 1073 SU spare as apposed to 117 for the Steadfast. :?  You can see the results in the sandbox.

Conclusion armor is pretty pointless in the game.  :shock:

To easily 'fix' it my initial thought is to agree with RobinStirzaker to put the all the armor in the first undamaged section making an armored the ship more robust, by delaying the first check point, than a ship consisting solely hull. How to adjust the defensive rating I'm not sure. I leave the fancy maths to those with fancy calculators. wink

Another solution is to make armor some how different from hull within the game, such as 'Ignore armor' or 'armor only' with all that entails and I do understand the arguments against that approach.

A third option is to remove armor from the rules along side Carronades and Long-range Scanners.  yikes

Re: Confused By Armour

I think this matters more for those who aren't using a setting or strict hull size rules but it would be nice if armour had a proper game effect. 

Probably too late in the day for a radical change but you could also have armour "resist" it's value per turn.  Basically it regenerates each turn.

Say you had 3 points of armour in each section, you can take 3 damage per turn with no effect.

Obviously this would change the cost.

Re: Confused By Armour

My initial reaction when I saw how armor behaved was to imagine that you can have many armor points for one hull point, ie, you lose space for weapons, other protections, drive, etc. and you earn some more protection. Trading one hull to obtain one armor is pointless.

Marc

Re: Confused By Armour

mikeaxe wrote:

hmmm....
I always design my ships within a setting so armor is just part of that setting. 

But as a direct test I stole  yikes  the Commonwealth STEADFAST-class Armored Cruiser (apologies to the designer) from the drydock sandbox and directly changed the armor into hull converted it to Commonwealth STEAD-OF-class Un Armored Cruiser ! The break points did change with Damaged now being one box fewer and Crippled more more, due I suspect to rounding. The CR remains the same and there is no difference in the game performance of the ship but you now have 1073 SU spare as apposed to 117 for the Steadfast. :?  You can see the results in the sandbox.

Conclusion armor is pretty pointless in the game.  :shock:

Ok, the way I look at it Armor is strengthened and reinforced Hull so if you add extra hull the result should be the same in gameplay terms. However, by calling it armor, it is a way to conceptualize the vessel better than if I simply add hull. Let me explain. If I have a 12 hull heavy destroyer with 2 boxes of armor in each section, it's an armored 12 hull ship. If I simply add six hull to the ship, it becomes, to me, an 18 hull ship with no armor, and therefore a totally different kind if ship. Oh, and because that 18 hull ship has lots more SUs, shouldn't I put more stuff in it? I think most people would be REAL hard pressed to have all that extra space and keep their hands off of it. Whoops, now the CR goes up.
So, to me it's all about conceptualization over simply construction. When I see the 18 hull ship all I can think of is all the empty space, which I just don't like. Anyway, that's my opinion before my first cup of coffee...it might change once I'm awake.
Cheers,
Erik

Re: Confused By Armour

Normally, armor should just be another system using SU. But to have a raison d'etre, one point of HULL should give many points of armor (how much, I don't know).
Otherwise, it would just be a waste of hull space, just because that hull point would have the same resistance as a armor point and gives you SU to add many things, which the armor doesn't!

Marc

Re: Confused By Armour

I hope I haven't fueled an anti-armor crusade...<LOL> 
What I will do is to put some armor on my ships, because I like having armor!  Each ship will get an amount equal to a multiple of three + 1.  The DNs & BBs will get 13.  This gives them one more hit point before they are "damaged".  By lowering the amount I had originally placed, and increasing the hull some, I was able to increase Thrust to 5.  Also I was also able to add in close ranged AA to help deal with fighters. 
Although these "Arizona" design ships have less hit points, they will be more effective.  The olde & newer versions are in the B-Basin. :geek:

Re: Confused By Armour

Blacklancer99 wrote:

Ok, the way I look at it Armor is strengthened and reinforced Hull so if you add extra hull the result should be the same in gameplay terms. However, by calling it armor, it is a way to conceptualize the vessel better than if I simply add hull. Let me explain. If I have a 12 hull heavy destroyer with 2 boxes of armor in each section, it's an armored 12 hull ship. If I simply add six hull to the ship, it becomes, to me, an 18 hull ship with no armor, and therefore a totally different kind if ship. Oh, and because that 18 hull ship has lots more SUs, shouldn't I put more stuff in it? I think most people would be REAL hard pressed to have all that extra space and keep their hands off of it. Whoops, now the CR goes up.
So, to me it's all about conceptualization over simply construction. When I see the 18 hull ship all I can think of is all the empty space, which I just don't like. Anyway, that's my opinion before my first cup of coffee...it might change once I'm awake.
Cheers,
Erik

Erik,
I agree about how you (and I) might think about it but thats just 'fluff'. In game play and design there is no difference between armor/screens/whatever and some extra Jacuzzi/cinemas/holodecks for the crew! One of the joys of design within Starmada is the logic of the system. Trying to fit everything you want into a certain size hull/cost (CR) has some reflection of real naval design. But now in NOVA Armor is simply 'fluff' which I think is a pity.

As for an anti-armor campaign, BeowulfJB while house rules can fix the problem locally now is the time to raise the issue before Dan closes the dissuasion and starts printing.