Options to enable SE3-style leaky shields and armor
- Dominant language
- C#
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Description
**What do you want to see?**
SE3 had a cool feature where if you had a bunch of armor and lost one plate, then there would be a chance that a subsequent hit would hit the broken armor and penetrate it to damage the internal components. I'd like to add this option to FrEee (as a Settings.txt toggle, probably, maybe overridable in game setup), and also something similar for shields, where shields have a chance to be penetrated proportional to the number of shield points that have been sapped.
**How would it help players?**
This would make battles more interesting, because there would be a chance for ships to take damage even without losing all their shields, so they wouldn't be HP buckets so much.
**Alternatives**
The [original idea](http://pbw.spaceempires.net/forums/spaceport/t/4932) posted on PBW was for Star Wars style shields: if you have five generators producing 50 HP apiece, and you lose 50 shields, then the next shot has a chance to damage one shield generator.
Also, instead of making this a mod/setup option, we could add brand new abilities for leaky shields, but that could get messy...
**Screenshots and mockups**
N/A
**Things to consider**
Keep in mind that we'll need to look at the design's max shields to determine chance of penetration, because if the generator is damaged then the ship's max shields will be reduced, paradoxically eliminating the penetration chance.
We'll also need to figure out how the hit chances should work - in SE4, if I'm not mistaken armor hit chance is inversely proportional to component HP, which is the opposite of internal component hit chances. Did we ever implement that properly in FrEee or is it still directly proportional like internals?
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