Skill Affected Features
Impact Mitigation -25% armor damage
A few ways to handle this type of modifier.
Increase effective armor thickness by 1/(1-X), so -25% means 1/(1-0.25)=1/1.25=1.33 repeating.
That said, that feels like it will end up being too strong, especially since the intention in vanilla is to, I believe, both increase armor threshold for damage taken, but also slow how quickly it is ablated. Alternatively, have this only effect outer armor, I.e instead of 1/15th, it is 1/(15*(1-X)) or something.
Could also scale it back, so when it says -25% armor damage taken, it is more like -5%, corresponding to 5% thicker armor. Which is still notable, but not full fledged immunity.
Damage Control -25% Hull Damage, At most once every 2 seconds, single-hit hull damage above 500 points has the portion above 500 reduced by 60%
Doesn't seem like this needs altered at all. This would only really effect Citadel hits, and work just like vanilla overall.
Field Modulation -15% damage taken by shields
Or this. Shields are currently uneffected.
Point Defense +50% damage to fighters, +50% damage to missiles
I assume this one is because +50% damage may or may not effect penetration. I think give it the full damage, but 10-20% of the penetration, so it deals 150% damage with 110% or 120% penetration.
Target Analysis +10% damage to destroyers, +15% damage to cruisers, +20% damage to capital ships, +100% damage to weapons and engines
Same deal here.
Ballistic Mastery +10% Ballistic Weapon Damage, +10% Ballistic Weapon Range, +33% ballistic projectile speed
For Range, just use that as a projectile speed and beam fallover scaler. Damage as above.
Missile Specialisation +100% missile weapon ammo capacity, +50% missile hitpoints, +50% rate of fire for missile weapons, +10% Missile Damage
Same damage again.
Tactical Drills +5% weapon damage for combat ships (maximum: 5%) Maximum at 240 or less total combat ship deployment point cost
Wolfpack Tactics +20% damage to ships larger than frigates if frigate, +10% damage to capital ships and cruisers if destroyer
/^\
Fighter Uplink +20% top speed (maximum: 20%),
+50% target leading accuracy (maximum: 50%), Maximum at 8 or less fighter bays Effect increased by 1.5x for ships with offcers, including flagship
Hmm. Given perfect target leading accuracy is universal, Unsure what to do here. My first thought is to, essentially, add jink resistance, as in you predict how they will jink, but that doesn't really work with the model you are using.
Gunnery Implants +100% target leading accuracy for autofiring weapons, +15% ballistic and energy weapon range, 25% weapon recoil
/^\
Energy Weapon Mastery Energy weapons deal up to +30% damage at close range, based on the firing ship's flux level. Full bonus damage at 600 range and below, no bonus damage at 1000 range and above
/^\
Polarized Armor Maximum damage reduction by armor increased from 85% to 90%, Up to +50% armor for damage reduction calculation only, based on current hard flux level, EMP damage taken reduced by up to 50%, based on current hard flux level[/td
I think I would have this, again, mostly effect the outer armor, but also maybe reduce damage transfered through Compartments.
Hullmods I'll have to rework these hullmods because replacing the damage model has affected one or more of their features.
Hullmod Affected Features
High Scatter Amplifier Beam weapons deal 10% more damage and deal hard flux to shields. Reduces the portion of the range of beam weapons that is above 200 units by 50%. The base range is affected.
Aside from probably needing to scale the Flat 200, range adjustment for beams is just a scalar. Falloff faster.
Integrated Targeting Unit Extends the range of ballistic and energy weapons by 10/20/40/60 percent, depending on hull size. Can not work in conjunction with Dedicated Targeting Core.
Dedicated Targeting Core Increases the range of ballistic and energy weapons by 35/50 percent for cruisers/capital ships.
Adjust beam falloff,and increase projectile speed proportionally.
Ballistic Rangefinder If the largest Ballistic slot on the ship is large: increases the base range of small weapons in Ballistic slots by 200, and of medium weapons by 100, up to a maximum of 900 range. Otherwise: increases the base range of small weapons in Ballistic slots by 100, up to 800 maximum. Does not affect point-defense weapons or Ballistic weapons placed in Composite, Hybrid or Universal slots. Hybrid weapons in Ballistic slots recieve double the bonus. Non-PD Hybrid weapons in ballistic slots, including large ones, will recieve 100 bonus range, subject to the maximum, in cases where other weapons of the same size would recieve no bonus.
/^\
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I see that Safety overrides just gives stat boosts now, rather than screwing with range, which does make sense.
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Missile ammo is good now. Thanks.
Just need those annilator rockets to have the enhanced accuracy required for their range, because as is, they are pretty much CQC weapons, to the point of melee. Which, admittedly, is how they are in vanilla, but the larger intended ranges makes that a bit harder. and more suicidal.
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Latest version, Beams still don't extend full range when targeting, say, fighters.