The basis: Armor is the main protection, it covers up blocks nearby and prevents said blocks from breaking at the cost of its own durability, when it runs out, the armor block breaks. Shields are optional, they take a priority above armor in reducing damage and mainly serve as a way to reduce strain on said armor and attempt to avoid permanent damage from minor encounters.
Protects a square radius of 2 blocks around itself from explosion damage: whenever a block is supposed to break, it doesn't and deducts 1 from the armor's durability instead. Whenever the armor block's durability runs out, it breaks. There'd be a few tiers of armor, with varying durability but the same radius they'd protect.
This same armor would work the same way off ships (on buildings), no issues with that. Given armor would usually be inside the ship and hard to replace or repair manually, it should regenerate on its own on a very very slow pace, with full durability being restored after 4-6 hours from 0.
Armor crafting:
x
x u x = 1
x
where u is a block of primary material and x is an ingot of secondary material.
u = steel, x = iron, 60 durability
u = titanium, x = ?, 100 durability
u = palladium, x = ??, 125 durability
Those stats are subject to change as we'll inevitably just have to see what turns out fun.
Shields protect blocks around themselves in a much bigger radius than armor.
Shields have multiple multiblock tiers, each one of which increases the shield's radius. Unlike armor, the shield simply stops working when its energy reaches 0%, but energy is deducted the same way - one for every block prevented from being broken.
Shields have an efficency metric, which determines how much explosion damage they deflect from blocks in their coverage. Shields essentially multiply the surrounding blocks' blast resistance by 100/(100-efficency)
(while armor makes it infinite). This value is dynamic and increases when the shield's energy is near its maximum (90-95% and up), being able to go all the way to 100% at 100% charge, and hovering around 30% otherwise.
Shield damage reduction applies before armor, so if both apply, the blocks that the shield has prevented from breaking do not deduct the armor's durability, essentially making it last longer.
There's no problem in using the same shields on bases, off-ship, they'd function the same. Shields on ships would not cover any blocks beyond the ship's hitbox.
They would serve as the main source of protection for bases.
Creates a glass dome/bubble in a large radius around itself, by replacing air blocks in a sphere. The bubble can't be breached until the shield's energy reserves run out. The shield's energy is deducted whenever there's something/someone exploding or breaking the bubble (and it should have a visual effect).
Players going near the bubble's outer surface get thrown back; you cannot place blocks on the bubble. Those shields do nothing on ships.
Everyone has a "keychain" tied to them, which is basically a writeable book where each line is a new password. It can be accessed and changed anytime via a command or best via the game menu whenever we have one.
A dome shield can have a password stored in it, and it lets through the bubble any player that has the same password on their keychain. The "letting though" would happen by making said player not get thrown back and having the bubble's blocks disappear before them on the client side so they can walk right through.
Issues that need solving: protecting unpiloted ships from player hand-damage
Hello there :)