I would also like to see some mechanic where armor can shrug low damage shots entirely (1-4 damage range). For one it would be great to balance smaller missiles.
The odds of it happening though could depend on a few other factors like:
¤ Total thickness (10 levels thick has a much higher chance then 2 levels)
¤ Armor density (tech level)
¤ Relative angular speed at impact (probably to complex to simulate)
It would also be fun to see some additional detail flavor, like choosing either "reflective armor" (better against laser type damage) or "reactive armor" (better against fragmentation type damage). Could include different technology lines too. It feels wrong to have so many different kinds of weapons, but so few kinds of defenses.
Yeah, I actually like this idea. Make the armour value be able to absorb a certain amount of damage depending on how thick it is-- i. e a 4/5 layer armour might be able to shrug off 1 point of damage-- meaning anti missiles and lasers at long range simply wouldn't do damage (and really, a laser at long range would be pretty weak, but when they close in they'd still probably cut through like butter as the laser is stronger anyway. )
Additionally I'd probably make sure the mitigation factor is limited by range or something, so fighters or FACs that come in close would still be able to score damage (being closer would mean they could target specific weakspots etc, bulkheads, the bridge, engine housing etc instead of just pewpewing from maximum range and hoping to hit something important. )
Whereas a size 10 layers of armour could mitigate say, 3 points instead of 2-- indicating larger, more heavily armoured ships would be able to take more punishment before enough critical system damage racks up. Again, a 20 layer ship would be able to mitigate something like 6 points-- meaning for larger ships you'd have to design larger missiles.
As it works now, all armour is ablative-- if one section takes damage, it takes damage and is lost. I use shields for mitigating damage since they regen (hell, in my first combat encounter my measley tech 2 shields were enough to shrug off a good few volleys of nukes-- and the enemy were firing so slowly I managed to get out of the encounter with only a tiny amount of damage to my armour on one ship of three and no critical system damage. Didn't even lose crew-- and those ships were something I just had to bodge together because my first contact mission ended rather abruptly when a peaceful race decided to blow my survey ship out of space.
I think it would be relatively simple to add the mitigation factor, but I'm not a programmer
As for ricochet/Deflection, I think projectiles would be travelling at high enough velocity that this wouldn't matter much unless we had the ability to create angular armour on our ships so as to increase the angle of incidence-- a projectile fired from a railgun or gausscannon wouldn't be losing velocity in a vacuum and missiles would detonate (aside from kinetic missiles. )
However, I can see fighters and FACs being rather angular ships, so perhaps an evasion or deflection modifier based on current speed divided by projectile speed? a vastly faster projectile would have a higher chance to hit while a faster ship would be able to evade or deflect a bit more.