Hello everyone, I propose an evolution of the damage model to better differentiate shields, lasers, and ballistics, while restoring a central role to heat management, armor, and engineering. Core Idea : ➡ Shields absorb ballistic damage massively, but less so against lasers. ➡ Lasers heat and weaken the hull/armor. ➡ Ballistics exploit this weakening to penetrate effectively. Current Observation: Engineering mostly shifted the meta With the introduction of engineering, the combat system hasn’t really gained depth; it mostly shifted the weapon meta. Currently: Ballistic weapons pass through shields with very little constraint. Shield type and grade have limited impact against ballistics. The “shield → hull” phase is often short-circuited. Armor choice and heat management become secondary. Consequences : Shields lose their role as the frontline defense against ballistics. Lasers lose their identity. Pure ballistics remain the dominant solution, independent of engineering. Engineering intervenes mostly after damage, rather than being an active tool that truly influences combat. This goes against Star Citizen’s stated vision: readable combat, localized damage, and system synergies. New Global Model : Shields → absorption Lasers → thermal / weakening Ballistics → penetration :one: Shields: High Ballistic Absorption, Increased Laser Pressure Shields should regain their role as the first line of defense against ballistic weapons. Proposal: Very high ballistic absorption: 90–95% minimum Up to 100% on some military shields Minimal ballistic damage passes through while the shield is active. Laser damage to the hull is strongly reduced: Laser damage to the hull reduced (example, –50%) Lasers are effective for taking down shields, not for direct hull penetration. ➡ Lasers should primarily: Drain shields Apply thermal pressure Prepare the target, not penetrate immediately Shield Grade Differentiation (Example) FR-66 – Military Shield Grade A: 100% ballistic absorption Very high resistance Slower recharge Designed for frontline ships Grade B: ~90% ballistic absorption Faster recharge Good defense/recovery compromise Grade C : ~80–85% ballistic absorption Rapid recharge More vulnerable over time Creates real choices: Pure tank Endurance Rapid recovery :two: Lasers: Thermal Weakening of the Hull (No Direct Penetration) Lasers should: Intensely heat the armor surface Melt/soften external layers Reduce local armor resistance Inflict very little direct penetration Extended Thermal Effect: When a laser hits the hull: Heat weakens the armor It also heats components just behind the impact zone These components can reach critical thresholds ➡ When a laser strikes the hull, the transmitted heat does not only weaken the armor, it also heats the components located just behind the impacted area. These components accumulate heat and can reach critical thresholds, but laser shots do not deal direct damage to them, only secondary thermal effects affect them. ➡ Lasers primarily affect: Thermal state Structural weakening Local ballistic resistance Adjacent internal temperature :three: Ballistics: Penetration Dependent on Armor Condition Ballistic weapons regain their natural role: Penetrate armor layers Pierce the hull if weakened Inflict real internal damage Key Synergy: Ballistics penetrate much better in areas that are: Already heated Softened Weakened by lasers Projectiles take into account: ➡ Local armor resistance ➡ Hull temperature at impact Expected Outcomes Emergent Gameplay: Lasers prepare weak zones Ballistics exploit these zones Coordinated crews become significantly more effective Heavy armor reacts realistically to heat Improved Readability: Red zones = vulnerable areas Ballistic impacts influenced by thermal state More logical and spectacular internal damage Alignment with CIG Vision: Advanced physicalization Multi-layered hulls and real armor More tactical and readable combat Shields differentiated by role and grade Balance Impact Lasers: Reduced direct DPS on hull Excellent for shield removal High strategic utility Heat components without direct damage Ballistics: Ineffective while shielded Devastating on heated hulls More coherent and satisfying penetration Shields: Regain key role against ballistics Create a proper “shield → hull” phase Offer clear choices based on grades Conclusion This proposed shields + lasers + ballistics synergy leverages the current Star Citizen engineering system and allows: More depth in combat Rewarding coordinated crews Increased physical coherence of the damage model Clear differentiation between lasers, ballistics, and shields Full exploitation of thermal logic on hulls and components, without incoherent direct damage