Traveller, again, you keep referring to specific cases while I am referring to armor in general. Even at max, which I have played before, monsters are not a major threat. And, you, again, bring up another specific case, nebulaes... I don't see how you lure them into these "traps" because, as I have seen, the AI, smartly, tends to go for colonies. But, even so, we're talking about armor in general, not specific cases.
Now, you are bringing up another point. You say reactive property... nowhere is it explained what that actually does. So, if you understand what it does, please explain what it does and how it works. How does it mitigate damage and how much does it mitigate? If you read before, Plant had mentioned that but no one has explained how it works or how putting more armor on affects damage mitigation...
If you know, please explain it to the rest of us
Dear doctor you are most unfair! Monsters occur in nearly all games, nebulae in all. They are not 'specific' cases in any meaty sense, they are as general as facing Railguns.
There is perhaps something in what you say about threat levels but I have played peaceful, economic, diplomatic games where the vast majority of my battles have been with monsters. (Remember that there are races with victory conditions to start the least wars and spend the least time at war in the galaxy. So it is not always two Sumo wrestlers butting heads...)
I concur with elana's explantation of the reactive rating of armour. This seemed to be what was happening when I tested it (back in RotS I think) and others have said the same. I will add that the mitigation effect of armour does not rise with more armour, nor does it disappear once all the armour is damaged. Hence the always one piece...
I'm not sure that armour is the counter to any weapon since it predates (in terms of the games development) nearly all the weapons we have now, and is co-emergent with the other. (OT: I think someone has already mentioned it but the effective counter to railguns is range...) And in terms of making the most of armour it usually pays to stay at range since most weapons do less damage the further away they are.
Really I don't see the problem here. If you think that armour serves exactly the same function as shields but does so much more inefficiently just stop using it! Let the unknowing travellers and their like keep on doing suboptimal things with a component they use out of nothing but habit.
Edit: Just saw your latest kind words. Please do not take offense, I think this game can be played many ways.
< Message edited by feelotraveller -- 6/8/2013 4:41:21 AM >