The game’s Survivability rating needs to be reworked.
It is a constant observation as I fly T4-5 Guards with ~50k survivability and continually outlast and outperform other T5 Guards with 70-80k survivability. Its also to be noted a meager ECM or Recon with a mere survivability rating of 20k or less can outlast most guards while under fire by sheer skill and piloting ability using the speed and maneuverability it holds.
The suggestion I put forth is that the Survivability rating be first set by the “base” numbers then modified by the “boosts” that affect it. I don’t know how it works now, but it does not appear to accurately reflect how things really work. Resistances are like a flat point boost plus the hull/shield and speed is ignored.
To me the Hull and Shield points are “base” levels, along with the basic Speed levels for survivability ratings. With a higher priority on how Speed can add more to survivability than sheer Hull or Shield, to a certain point.
The Hull and Shield points would then give a “basic” level of survivability much like it does now in the rating system (of which I don’t know the whole formula to) and then have it modified by the various Regernation and Resistance perks. Higher regeneration and resistances add up to a better survivability level, while negative resistances reduce the survivability rating points.
Without knowing the hard numbers, all I can suggest is like a flat % boost per % resistance. Basically add the 23.1% kinetic resist with the 47% EM resist and 0% Thermal to increase the Shield rating by 70.1%, where a comparable ship that focused on max shield would have only 0% kinetic, -50% EM and -23.1% Thermal resulting it their rating dropping -73.1%. It would more accurately reflect the amount of time such a shield would survive. Obviously fictional numbers need to be adjusted more accurately later.
In the case of Speed also being a base number, it should be able to be increased by the manuverability factors like the Acceleration, Roll and Pitch. Add a slight perk for Afterburner, Strafe and the rare Reverse speed to add up how well it does. Since speed can be a big factor the way it adds up with Acceleration, Roll and Pitch multiplying the base speed value it can increase more to reflect it. The thought for me is like how to account Shield regeneration - perhaps 1% per 100 points for Shield Regeneration, but Roll, Pitch and Accelerat would be 1% per 10 kind of thing.
The rest is nuances, but shouldn’t be completely ignored as Sensor Range, max Energy capacity and regeneration also add up to the pilot’s ability to act and should be reflected somewhat - of which I don’t think it is currently.
I am not sure where to put this but the reason I see this as a kind of Balance thing is that people amount some form of significance to that survivability number, and often mistakenly build around that leading to just poor and crappy ships. Half of the game’s issue is people not knowing better, and having a misleading information system doesn’t help direct pilots to make better ships.