Armor HP System¶
Every armor block on your ship contributes to a shared Armor HP pool. Incoming damage is absorbed by this pool before reaching reactor HP, with increasing bleed-through as armor integrity decreases.
How It Works¶
- At full Armor HP, all post-armor damage is absorbed
- As Armor HP drops, an increasing fraction of damage bleeds through to the reactor
- Bleed-through scales linearly with HP lost, reaching full pass-through at low HP
- Total Armor HP scales sub-linearly with ship size, so larger ships benefit more per block than smaller ones
The sub-linear scaling is controlled by the armor_hp_scaling_exponent config value (default 0.75). At 1.0, scaling is linear. Lower values give diminishing returns for smaller ships while rewarding larger builds.
Bleed-Through¶
The bleed-through mechanic ensures that armor is most effective when intact and progressively less effective as it takes damage. The base_armor_hp_bleed_through_start config value (default 0.7) controls how aggressively bleed-through ramps up — higher values mean bleed-through reaches 100% sooner as armor is lost.
Absorption Chambers¶
Armor HP Absorption Chambers can be installed to improve armor effectiveness by lowering the bleed-through rate:
| Chamber | Effect | Config Key |
|---|---|---|
| Chamber 1 | Base bleed-through reduction | armor_hp_absorption_effect_1_sub (default -7.5) |
| Chamber 2 | Stacking bleed-through reduction | armor_hp_absorption_effect_2_sub (default -7.5) |
Both chambers stack additively, providing a significant improvement to armor durability when combined.
Configuration¶
All armor HP values can be tuned in system_config.yml. See the Configuration page for the full list of options.