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(→‎High-Damage Strikes: I think this finally does it.)
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===High-Damage Strikes===
 
===High-Damage Strikes===
  
[[File:LaserPenetration.png|thumb|right|]]
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[[File:LaserPenetration.png|thumb|right]]
  
While the originally-stated penetration equations hold for lesser damage levels, extremely high-powered lasers are prone to penetrating several levels deeper than the square root of triple their damage.  Armor penetration for lasers is approximately the root of triple the damage, as noted above, until around 70 damage when the armor penetration starts to become slightly greater than the expected value for that damage.
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While the originally-stated penetration equations hold for lesser damage levels, the way in which damage is applied changes for higher-damage strikesThe net effect is that strikes above a certain level exceed their expected armor penetration - see the graph at right for an example using lasers.
  
The discrepancies from the ideal square-root progression are due to the damage not being applied by a formula for the initial damage levels, but instead from a manually defined template that dictates the square-by-square placement for damage until a certain level, which does not exactly match the formula's progression.
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This is due to the way damage is handled after the template definition for how damage is applied is exceeded.  When the defined template is not sufficient to cover the damage applied, the squares in each column are multiplied by the difference between the max template damage and the actual damage applied.  This results in a linear increase in damage rather than the slow falloff present while within the bounds of the template.
  
After around 128 damage, the penetration per additional damage begins to increase rapidly until at 168 damage (the damage of the best non-spinal-mounted laser emplacement) the armor penetration is at 26 layers.  This is around 4 levels more than what would be expected at the simpler formula describing the lower-level increaseThe graph at right describes the expected versus actual results as damage increases.
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The consequence of this is that damage which would have been allocated to expanding the template at earlier levels is instead allocated straight downwards into the armor without expanding the maximum achievable strike width.   
  
This is due to the way damage is handled after the template definition for how damage is applied is exceededWhen the defined template is not sufficient to cover the damage applied, the squares in each column are multiplied by the difference between the max template damage and the actual damage applied.  This results in an additional increase in penetration roughly equivalent to the square root of the difference ratio between max template damage and actual damage.
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This effect is only achievable with lasers and missiles due to their high single-strike damage capabilityAll other player-usable weapons are incapable of delivering single-strike damage in excess of their template definition, although NPR-initiated ramming attacks will frequently max out the template and therefore over-penetrate armor.
  
Although there are unresolved details about the precise application of damage at high levels (mostly owing to the difficulty of testing lasers that will destroy almost anything with shock damage alone) the net result of this is that damage which would have been allocated to expanding the template at earlier levels is instead allocated straight downwards into the armor without expanding the maximum achievable strike width of 13 squares.
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The template definitions and their maximums for the various weapons are:
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* Damage Template 1 (Max 100): Applies to [[Ramming]], [[Missiles]], [[Plasma Carronade]]s,<!--Spoiler! Plasma Torpedoes--> and absorbed [[Shields|shield]] energy.
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* Damage Template 2 (Max 121): Applies to [[lasers]].
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* Damage Template 3 (Max 128): Applies to [[particle beams]] and [[railguns]].
  
This effect also applies to missiles which have exceeded their template damage, but the earlier slight increase due to the template differing from the ideal square progression does not apply.  All other weapons are incapable of delivering single-strike damage in excess of their template definition.
 
  
  
 
{{Components}}
 
{{Components}}
 
[[Category:Components]]
 
[[Category:Components]]

Revision as of 16:13, 7 February 2016

Description

Armor is used for the outer hull of all ships. All ships carry at least one layer of armor. PDCs get an additional 5 layers of armor for free.

Usage

Armor is the basic passive defense, represented in Aurora as a grid of armor cells. The height of the grid is determined by the armor rating of the ship, whereas the count of columns is determined by the number of components the armor must cover. Incoming fire destroys cells of armor instead of the internal components of the ship. Every larger ship needs some form of armor to survive. The most important quality for armor to have is thickness, as a ship does not need to be completely stripped of armor for damage to pass through to the internal components underneath.

Armor does not protect against Mesons and High-Powered Microwaves, nor does it help against the effects of Shock Damage.

Larger ships get thicker armor for the same percentage of armor, representing that the surface area grows slower than the internal volume of the ship. The first few levels of armor tech also benefit civilian constructions as it reduces the mass used on their single armor layer, although this gets negligible with better armor tech.

A major limitation of armor is that it may only be repaired in a shipyard or hangar.

Variants

Armor
Type Conventional Duranium High Density Duranium Composite Ceramic Composite Laminate Composite Compressed Carbon Biphase Carbide Crystalline Composite Superdense Bonded Superdense Coherent Superdense Collapsium
Strength per HS 2 5 6 8 10 12 15 18 21 25 30 36 45
RP cost 250 500 2,500 5,000 10,000 20,000 40,000 80,000 150,000 300,000 600,000 1,250,000 2,500,000

Penetration Mechanics

Armor is penetrated when a column of armor is completely damaged. The way in which this damage is applied varies by the type of weapon causing it. For missiles and carronades, the penetration depth is approximately equal to the square root of the total damage. For Railguns and Particle Beams the penetration is approximately equal to the square root of twice the damage, and for Lasers the penetration is approximately equal to the square root of triple the damage.

Square-by-Square Penetration

DamageTemplate.png

For most strikes, the exact pattern of damage on armor may be predicted reliably. The image at right shows the expected pattern of damage for missile and carronade strikes at left, while lasers are shown at right. A hit of a given damage will destroy all squares equal to or lower than its value. For example, a size-nine missile will destroy all squares with a value of nine or less in the template.

The pattern in which damage is applied favors the design of weapons which deliver a damage found in the central column of the template, due to those numbers representing the first penetration into an additional layer of armor. This represents the least damage required to penetrate that particular armor layer and therefore the most efficient warhead or beam strike.

It should be noted that while this is relatively accurate for lower-damage weapons, higher-damage weapons (particularly lasers, as outlined below) can display a high degree of divergence from this relatively orderly progression. This is really only an issue for missiles and lasers, however, as the highest-single shot damage for all other weapons is small relative to the potential damage from missile and laser strikes.

High-Damage Strikes

LaserPenetration.png

While the originally-stated penetration equations hold for lesser damage levels, the way in which damage is applied changes for higher-damage strikes. The net effect is that strikes above a certain level exceed their expected armor penetration - see the graph at right for an example using lasers.

This is due to the way damage is handled after the template definition for how damage is applied is exceeded. When the defined template is not sufficient to cover the damage applied, the squares in each column are multiplied by the difference between the max template damage and the actual damage applied. This results in a linear increase in damage rather than the slow falloff present while within the bounds of the template.

The consequence of this is that damage which would have been allocated to expanding the template at earlier levels is instead allocated straight downwards into the armor without expanding the maximum achievable strike width.

This effect is only achievable with lasers and missiles due to their high single-strike damage capability. All other player-usable weapons are incapable of delivering single-strike damage in excess of their template definition, although NPR-initiated ramming attacks will frequently max out the template and therefore over-penetrate armor.

The template definitions and their maximums for the various weapons are: