@Spinward Flow
No. Really, no. We were only pointing out that armour as a percentage of hull leads to the bizarre effect where (using the example of a spherical vessel) 17 cm of armour on a 10 dTon fighter affords the same protection as 360 cm on a 100,000 dTon battleship. That was in response to this comment:
I actually agree with you on the point that it would be nigh on impossible to derive a formula which takes into account both tonnage and configuration to give a consistent thickness for each factor of armour; at best a rough approximation can be attained. At least, that is what I assume you are arguing.
MegaTraveller does make an effort towards accounting for configuration and hull size in determining the mass of armour. MgT2e has armour volume modifiers for configuration and also for craft under 100 dTons (but not for very large ships); it also has a system of Hull Points, modified by hull type (light, standard, reinforced) and you can add Armoured Bulkheads to reduce the effect of critical hits on components they are added to.
As for the argument of armour being only an external shell, versus a mix of internal and external...
Well, that takes us back to 17 cm thickness of armour distributed throughout a spherical 10 dTon fighter being just as protective as 360 cm thickness of armour distributed throughout a spherical 100,000 dTon battleship.
No. Really, no. We were only pointing out that armour as a percentage of hull leads to the bizarre effect where (using the example of a spherical vessel) 17 cm of armour on a 10 dTon fighter affords the same protection as 360 cm on a 100,000 dTon battleship. That was in response to this comment:
imho ... the REAL problem lies in 10 cm of armor on a small ship being equal to 10 meters of armor on a giant ship for ARMOR FACTOR and thus negating penetration. [some hyperbole, but sadly, not much]. THAT was the simplification that went 1 step too far and broke verisimilitude.
I actually agree with you on the point that it would be nigh on impossible to derive a formula which takes into account both tonnage and configuration to give a consistent thickness for each factor of armour; at best a rough approximation can be attained. At least, that is what I assume you are arguing.
MegaTraveller does make an effort towards accounting for configuration and hull size in determining the mass of armour. MgT2e has armour volume modifiers for configuration and also for craft under 100 dTons (but not for very large ships); it also has a system of Hull Points, modified by hull type (light, standard, reinforced) and you can add Armoured Bulkheads to reduce the effect of critical hits on components they are added to.
As for the argument of armour being only an external shell, versus a mix of internal and external...
Well, that takes us back to 17 cm thickness of armour distributed throughout a spherical 10 dTon fighter being just as protective as 360 cm thickness of armour distributed throughout a spherical 100,000 dTon battleship.