By taking away the ability to deal permanent damage to the enemy you disallow newer players to benefit from a previous engage. It would lead to singled out engages where no benefit is taken into the next fight if you ve dealt serious damage to the enemy.
1) If one team weren't able to break armor then absolutely no permanent damage is dealt and no benefit for them in the next engagement.
2) Making hull slowly repairable promotes quick actions in order to exploit it. If you let your enemies too many time to repair (like 2-3 min) - it's your fault.
If you really-really don't like the idea of being able to repair the hull between battles then try to think about my system without this component. It would lose quite a bit of depth but still would have benefits over the current system.
if the armour goes down and the engineers get it back up is there really a point? The hull is still taking damage and the massive extra damage they sustained has probably already lost them the fight.
A knowledge that hull could withstand 2-3 times more damage is not enough? Besides, in my system the "massive damage" you mentioned would only count as "moderate damage"
Unlike everyone else I'm going to just ask about the system and see if your idea could either replace /
combine with GoIO and not jepordize the game.
A set of really good questions. If only more people could do that.
1.) How will the possibility of repairing the hull change gameplay tactically?
-If by "tactically" you mean "in the middle of the battle" then not much. I expect the hull repair speed to be slow enough to not affect the outcome of the battle.
3.) Utilizing high armor and hull (to my memory) and a bunch of heavy weapons that now become more useful in killing rather than disabling, what would happen to the galleon?
-Well... it would become able to use his main guns to actually kill someone. Right now medium guns alone are useless in this role because of absence of piercing damage.
4.) Would repairing the hull be done with a completely different tool? Would people have to hit the current hull area? Or somewhere else? And would it be like the current system of whack and wait, or like the buff hammer, where people can all start smacking away but for low low hp?
-Sitting in one place smacking one thing for minutes is not fun (*glance at carronades*) So it may be usual repair scheme or a passive regeneration. It could be done in a way that's best for the players. As long as repair rate is under control.
I didn't planned to create any new tools for that purpose.
New hardpoint won't be required if hull regeneration would be passive. Otherwise a new point should be made. No other options here.
5.) How would this add more focus to other weapons? As in change the current metas like gat-mortar? This adds power to all weapons, not just a select underpowered / underused few. Weapons I'm looking at include the artemis, banshee, H flak, carronades (both of them), hades, and flamer.
-All explosive (full or partial) weapons would be able to kill lightly armored targets without the help of armor-stripper. Other guns' roles aren't supposed to change.
6.) Would damage taken from components go as a percentage into the hull while dealing some damage to components? Or would it still do full damage to the components before going to the armor / hull? And even then, would damage from broken components go to just the armor, or the hull / armor hybrid?
-My system is not supposed to change any of damage redirection rules. Any damage redirected or delivered via AoE is supposed to affect both hull and armor.
7.) What happens to flame stacks?
-Damage from flame stacks on armor should not damage the hull.
8.) What sort of tactical moves would be created besides retreat and repair? Please name 2
-Hit and Run would be improved because every shot would deal some long-term damage.
-Strategic withdrawal. The difference from tactical is that you need more than 15 seconds and have to break off the chase.
-Engaging in 2 v 1 battle if one of the ships is heavily damaged.
9.) Sandstorms. Those things that whittle away everything on the ship. What do those do to the ship? Or is it suddenly possible to now get constant perma-damge from the sandstorm? (which would suck)
-Not intended. Sandstorms currently affect only guns and engines but not armor.
10.) What would be the use of piercing weapons if perma-damage can be pushed through armor anyway?
-Won't be
required against lightly armored targets but stripping armor allows to deal 2-3 times more damage against medium and heavily armored targets.
11.) Would buff hammer add on a reduction on damage taken to the hull too? This is considered due to weapons piercing the armor regardless of it's state.
-The hull is not supposed to be buffed. But i just got the idea to make buff hammer much more useful for that role. Just an idea though.
2.) With a armor of mortar-strip-possible, and a squishy hull, would the squid become flat out useless?
Or would it gain an insane speed buff or something?
such as squid tanking (The damn things can be near immortal with good engis and pilots, along with teamwork),
I just don't like the system because it means my Squid would be all but useless, no matter what. Either it gets slaughtered, or the damage it deals in the brief hit-and-run attacks I make is repaired between runs. Either way, I lose.
Squids...
First of all, let me point out that Squid have third strongest hull. Only surpassed by Galleon and Goldfish. Also, its armor can be rebuilt momentarily making the hull even more difficult target. And don't forget about its evasion capabilities too.
Doesn't matter how much teamwork (not too much BTW) the "squid invulnerability" requires it should be limited. It's just the rule of design.
-In my system Squids would get a substantial boost to its hull HP.
-The best Squid's defence would be as it is now: not get git at all.
-Hit and Run tactics implies that you deal more hull damage than you take. But currently dealing ANY hull damage means you have to break trough armor. In this case Hit and Run would actually be easier to execute in my system.
Also, the Galleon wouldn´t be able to follow up escaping enemies to give them the deathblow. Or the galleon could be the new best choice for each fight. It got enough tankyness to simply don´t care about the hullintegrity and keep shooting. After the enemy has been defeated, they would focuse on repairs and wait for the next engage. As long as a Galleon gets 2 kills for each death, they will win.
I expect harpoons to be more valuable for slow ships. (Assuming devs would make them usable) Also i have suggested to make a separate turrets just for utility guns so they won't use the light turrets.
Galleons won't turn into a "best choice." It still can be outmanoeuvred by other ships and medium guns are still lacking piercing damage making them ineffective against heavily armored ships.