how about updating shields to also absorb physical damage such as running into asteroids. have the damage formula somewhat like the force formula of F=ma. force damage = volume * speed * 1/100. if force damage exceeds shield strength then apply remaining damage to hull. the logic for damage to hull is already there just subtract from shield strength first then hull afterwards.
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DotSplat
how about updating shields to also absorb physical damage such as running into asteroids. have the damage formula somewhat like the force formula of F=ma. force damage = volume * speed * 1/100. if force damage exceeds shield strength then apply remaining damage to hull. the logic for damage to hull is already there just subtract from shield strength first then hull afterwards.
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