I do like the system as it is, because it works so well.
- Double mortar configs would be reasonable.
- Squids won't be invulnerable just by rebuilding armor between shots.
I don't think Muse wanted any double mortar config to be a viable choice.
Squids were never invulnerable just by rebuilding armor between shots. The armor rebuilds fast, but 1 engineer spamming a spanner at it won't make the squid invincible, especially not when you have to repair 4 engines, balloons and need to shoot the back gun. If you get 4 people with spanners on it then all your enemy has to do is ram the squid around a bit until it hits a wall and explodes. A squid needs to move, tanking won't save it.
"I want a light harassing gun/ surprisingly decent finisher that goes pew pew pew"
Banshee or Artemis? I think we both know what gun would you prefer.
On the side of a Squid or a Goldfish I would rather have a banshee, because artemis has slow turning arcs and no upper arc, mortar has little horizontal arcs slow projectile speed and is only close range, light flak has some arcs but arming time (even though it is a surprising amount of damage inside arming time) and the banshee trumps all, with only a little less damage. I wouldn't expect to kill a ship with one clip only with a side gun of a Goldfish or Squid. A Pyramidions side gun would follow a similar philosophy if no other damage type is desired. Also, a banshee has more hull dps than artemis, which means the banshee is a better finisher.
Some guns work better and sometimes they don't, but others might.
The idea is to separate "hull" form "armor"
But why, why would there be armor that is not protecting the hull? I can understand why one would have
very little damage go through the armor and hit the hull directly, but not such a huge amount. The icon for the armor is a shield, so I understand that it protects the armor and not be a seperate individual component that slightly changes damage multipliers.
Example: armor DR is 50%. The ship takes 120 explosive damage. Armor absorbs 60 explosive damage and scales it by 0.3. Armor takes 30 hp damage. The remaining 60 explosive damage is going to the hull. After scaling hull takes 84 damage.
A heavy flak does 330 damage if it's direct hit and outside arming time. 150 direct damage when inside arming time. According to your system I can go all flak Spire and literally be killing everything left and right, because I will do a total damage of 2100 explosive damage (= 80 (L. Flak) * 3 *6 (L. Flak clip size) + 330 * 2) and according to your system with DR 50% it would result in 1470 damage to the hull, which should be enough to kill a Galleon without reloading any gun.
I suppose the armor works as it does to prevent such a thing to work, because all you would need for this Spire to work is to simply just shoot and ignore repairing and you win. Do you think that's balanced?
It was a nice idea, but I honestly don't think it is going to work too well.