Hi, yes, that was the initial idea I had for the ship's AI - that since its special gimmick increased its survivability as a line ship, then it should hold onto it for as long as it can. Iirc, it's just programmed to jettison it when reaching 30% hp for 'one last hurrah'. But I suppose there are also those who wish to use its extra weapon slots more aggressively. Not really sure how to square these too seemingly contradictory concepts, but I'll take note of your feedback. Thanks!
1. The issue of the ship not pulling its own weight as long as its armor stays on
It getting a last burst of power as a gimmick is kind of cool, however, the armor disables not just a small set of burst damage weapons, but the majority of the ship's weapons, including its only 2 medium weapon mounts, resulting in a ship that is slow to get to the front line (lags behind others so it does not take damage) and when on the front line, is a poor contributor. If the armor never gets shot off, the Raven is less useful than most frigates.
2. The fact that most weapons are disabled most of the time incentives players to ignore the disabled weapons slots or put the cheapest weapons they can on them
Why waste OP on weapons that are not gonna be used until the ship is almost dead? I suggest you turn most or all the disabled slots into in built weapons so players do not need to allocate OP to weapons that are turned off most of the battle.
3. By the time the armor is shot off, half the time the ship has been overfluxed and on the brink of death
You do not have the flux to fire the guns that you've finally unlocked and will probably die pointlessly without your 'last hurrah'. Suggest that the unlocked weapons do not cost flux, such as missiles, or the blown off armor takes some of the ship's flux with it. Also suggest the threshold for jettison armor be much higher than 30% hp, because 30% hp with your armor depleted is way too close to death. I would set it at 60% or even more.