Would just like to share to share some thoughts about defense mechanism in space combat, curious about your thoughts. IMHO, the basic defense mechanism are:
Multiple ships, having the same amount of firepower split over several ships has two effects. On the one hand, as you loose smaller ships (to destruction or retreat), the output firepower suffers. Conversely, if it were all concentrated in one ship and we have no damage mechanics (so a ship is either fighting or it is not), it will pump out the same amount of damage until it is destroyed in its entirety. Conversely, there is the well known Overkill effect. You have a gun that deals 100 damage per shot. However, each target only has 10 hitpoints. So, every hit wastes 90 damage through overkill. This is countered by having weapons that do smaller amount faster (so the same DPS, damage per attack is reduced, but so is cooldown).
Absolute damage reduction works directly in the opposite direction. Let us say a defensive system subtracts 9 points of damage flat per attack. 10 guns doing 10 damage would inflict only 10 points of damage [(10-9)*10]. Conversely, 1 gun doing 100 damage would inflict 91 points of damage (100-9). So here you are better off using weapons that do large amounts of damage slower (for the same DPS).
Evasion is an all-or-nothing defense. With a certain percentile change, you either evade the damage completely or you suffer it in full.
Percentile damage reduction conversely is more like an always-the-same defense. You always subtract a certain percentile amount of damage. Since it is a percentile amount, only the pure DPS matters, not whether it comes by way of a weak quick-firing or a strong slow-firing gun.
As explained, the first two make a difference by whether the weapon deals its DPS in quickly-repeating weak shots or slowly repeating powerful blasts. The later two only make a difference if a weapon has a specified mechanic relating to it, for example one weapon giving a malus to evasion, so it deals more damage to evasive defense, or a weapon ignoring parts of the percentile damage reductor. Without weapons that have such special abilities, these two defensive systems are quite pointless and on average identical to just raising hit points.
Multiple ships, having the same amount of firepower split over several ships has two effects. On the one hand, as you loose smaller ships (to destruction or retreat), the output firepower suffers. Conversely, if it were all concentrated in one ship and we have no damage mechanics (so a ship is either fighting or it is not), it will pump out the same amount of damage until it is destroyed in its entirety. Conversely, there is the well known Overkill effect. You have a gun that deals 100 damage per shot. However, each target only has 10 hitpoints. So, every hit wastes 90 damage through overkill. This is countered by having weapons that do smaller amount faster (so the same DPS, damage per attack is reduced, but so is cooldown).
Absolute damage reduction works directly in the opposite direction. Let us say a defensive system subtracts 9 points of damage flat per attack. 10 guns doing 10 damage would inflict only 10 points of damage [(10-9)*10]. Conversely, 1 gun doing 100 damage would inflict 91 points of damage (100-9). So here you are better off using weapons that do large amounts of damage slower (for the same DPS).
Evasion is an all-or-nothing defense. With a certain percentile change, you either evade the damage completely or you suffer it in full.
Percentile damage reduction conversely is more like an always-the-same defense. You always subtract a certain percentile amount of damage. Since it is a percentile amount, only the pure DPS matters, not whether it comes by way of a weak quick-firing or a strong slow-firing gun.
As explained, the first two make a difference by whether the weapon deals its DPS in quickly-repeating weak shots or slowly repeating powerful blasts. The later two only make a difference if a weapon has a specified mechanic relating to it, for example one weapon giving a malus to evasion, so it deals more damage to evasive defense, or a weapon ignoring parts of the percentile damage reductor. Without weapons that have such special abilities, these two defensive systems are quite pointless and on average identical to just raising hit points.