With penetration becoming a more important game mechanic (because of the railgun), I want to suggest changing the way that penetration damage is calculated.
Right now penetration is only evaluated per room, which causes strange interactions. For example, a 3x3 square of corridors will get impacted 3 times by a passing cannons shell, but a 3x3 sensor array will only get impacted once. A large cannon shell will penetrate a 2x2 square of laser blasters if the lasers are facing towards/directly away from the cannon, but will fail to penetrate if the the lasers are facing either to the left or the right of the cannon. Interactions will get even stranger as weapon penetration increases.
IMO penetration damage and resistance should be evaluated on each tile instead of on each room. This is already the way that splash damage is calculated, and (in my opinion) would both be more realistic and make penetration more consistent. Damage and resistance values would need changes to keep the penetration mechanic at the same power level.


