@Agent: No damage cap please...
@Nil:Interesting idea... I believe though that currently, weapons target the things that look like critical systems to the computer. This is where your nulls are. These are going to be weapons, engines, hangars and abilities.
Now, that said, it is an interesting concept. However, There is another issue... If you have something like say a cloud of 80 bombers sitting on top of each other, why on earth would they bother shooting at critical systems? Just fire at the center of mass! That much DPS focused at one spot is going to blow anything out of the water.
And since we aren't playing where shooting at critical systems damages said parts, I don't think there is any reason to bother really.
While your idea would appear to solve the problem, there is no way on earth you could possibly explain it to the community through lore, and it would not fit with the current setup of the game engine.
@Everyone: Maybe its just me, but I don't want to rock the boat that much. I don't want to take the system we have had for three years and throw it out the window in favor of something else, or add something so dramatic that it fundamentally alters gameplay. If I had my way, shield mitigation would be different. Very different indeed, but I don't want it. Sure, I believe the idea (explained below) would be beneficial, it is far too big of a change to the current system to work. If my the book I'm writing gets turned into a video game, its using my mitigation system. But Sins is not. Sins has its own, and any deviation from it could be catastrophic.
Basically, this consists of some major changes to the current system.
- All damage types are spread across multiple levels of mitigation. In this way, 50 missiles will not increase your resistance to beams.
- Mitgation adjustment rates are not based solely on damage input rates, but also on the target receiving the damage. For instance, something with powerful computers but low shields would be able to increase its mitigation nearly instantly.
- Mitigation caps are not standards. Each damage type's mitigation level would have independent mitigation caps to reflect the techological capacity to block those types of weapons.
- Mitigation types are linked to those that are related to them. For instance, AM rounds are linked both to beams and to kinetic rounds or explosives (depending on fashion of dilvery).
- Mitigation does need to fully restart after leaving a battle and entering another.
- Mitigation Memory exists to fill the above which is an overlying damage reduction based on the total amount of damage inflicted per type upon a ship. In this way, the nanites which construct many things remember the way damage is inflicted for later.
- No two ships inflict damage that is identical.
- To fulfill the above, the shown mitigation level on the displayed graph (which would come up on the infocard) is the average of all incoming damage mitigation.
- Focused fire causes ships to target a single spot on a ship, dealing immense damage to that one spot which punches through the shield cells.
- Shield cells are individual cells on the shield that each have set amounts of damage they can take before breaking. The computer will attempt to balance the shield cell amount by transfering energy from other shield cells to the targeted one. This results in a total reduction of health of the shield over time, but allows extremely focussed fire to nearly ignore shields.
Now, if the above makes sense, you ought to understand that while it is just about as realistic a representation of the world as you could get, its not going to work in Sins. The problem is that while LRF numbers scale easily, capital numbers do not. Also, I don't think its too hard for targeting computers (which would be using gravitometers to aim anyways) to aim at the center of mass of an object. Any lore explanations for the things you guys are suggesting are null and void. You guys are saying that wouldn't be getting data back from your target. Well, wild guess says you'll know when it goes boom, so keep shooting. Also, if every ship around you is shooting at the same spot, where do you think you should shoot?
What we need is something that scales for capitals. You could pick standard upgrades per level, but that means that you will have a breaking point where ships below it die and those above it live. Sure, end-game, you'll be able to train up to level 4, but that won't be high enough or else capital rushes early game would be far too powerful. The other suggested item was researchables. They would allow new capitals to at least somewhat match those from earlier in the game while not making capitals OP early game. The problem here is that you just made capitals more expensive. For this reason, people may not buy them.