The Armors are devided into these catagories:
As you might know from the last release the damage system was sort of a mess, so I made the effort to re-balance everything, this is what by example the fighters and bombers damages look like:
Bomber, 50% damage
Fighter, 50% damage
Corvette, 40% damage
Frigate, 250% damage
Capital, 150% damage
Bomber, 200% damage
Fighter, 100% damage
Corvette, 30% damage
Frigate, 50% damage
Capital 30% damage
These are the fixed damage stats, the others are directed towards classes, the Corvettes, frigates and capitals, are all directed towards one of each class. Anti fighter/bomber has its unique damage type. Like a Capital can be directed for heavy anti corvette duty, while not being stong enough to engage other capitals. Same way around, the Republic has a corvette, the Defender corvette, which is light anti capital ship, which does extra damage vs capital ships, while not being able to destroy fighters and bombers effectively, something that in the normal game a corvette was suppose to do.
The difference between "Light" anti capital and "Heavy" anti capital is the amount of weapon systems on that ship. There are no damage percentage differences between heavy or light anti (X). Using Heavy Anti-Frigate capital ships (for example) can be used VS other capital ships, but it's not recommended, so it's not exactly rock-paper-scissors but still nicely cat and mouse. It makes for fun gameplay, therefor I'll continue perfecting this damage-system style. Things like Heavy anti (X) are usually only higher in the tech tree, so at the start you'll get basic light anti everything, and working up the tech tree, you'll unlock heavier killing machines.
I know you all want to see some more of the ground part, but we're working on it. When will it be doen? When it's done. First I want to get both GC and space to work, but ground is being worked on.
Comment about what you think or if you have any ideas.