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Author Topic: Ideas for different shield systems  (Read 1349 times)

PainProjection

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Ideas for different shield systems
« on: February 13, 2020, 09:58:02 PM »

Majority of modded ships is just reshuffled stats and mechanics of vanilla ships. Most of them rely on shields, some on armor. We also have a phase ships school, but it's hard to find faction beyond this limits. In vanilla and mods most of the time it is better to dump all free ordnance points in to vents and only rest (if any left) in to capacitors, because they pay off in 20 seconds.  I want to have more capacity based ones and more diversity across playstyles/loadouts
So i introduce few suggestions about alternative defensive systems:

______________________________<Organic hull>____________________________
Such ships must be shieldless, unable to install makeshift generators, but for exchange have ability to slowly regenerate armor and hull health + immune to EMP damage. Additionally i recommend to add -50% efficiency for vents and +100% efficiency for capacitors (from 10 to 5 and from 200 to 400) for such warmachines. Extended peak operating time. Very high armor values, probably different formula for damage calculation (something like in Interstellar Imperium and it's "armor package" hullmod).

Pros: A lot more sturdiness in extended fights. Advantage in face to face duels.

Cons: longer downtime between engagements since you need to restore your armor points which is must take a lot longer than venting(possibly up to 100sec, depending on damage if it regen 1% per second) and cannot be speeded up by flux (but may take longer if hullmods like heavy armor are installed). Vulnerable to kite/hit and run.

___________________________<Enveloping shield generator>________________________
Instead of standart bubble shield (omni/frontal) ship may have a shield that repeats the shape of its hull(incompatible with omni/frontal conversions or any other standart shield modifying hull mods). He has a given number of hp and begins to quickly(may be manipulated by custom hullmods) regenerate if the vessel has not received damage in the last 4 seconds(may be manipulated by custom hullmods), however, ship with such shield type should not have armor(just bare minimum), so any damage taken with depleted shields are permanent and must be avoided at any cost.

Pros: a lot shorter downtime between engagements, can reset to full health in seconds.
Cons: shield durability limits your opportunities, vulnerable in extended brawls or against heavy burst damage.


___________________________<Demper shield generator>_________________________
Another attempt to make something different than vanilla shield management, this shield type like "demper field" ship system (it's must be a shield - activated by RMB, not F), but toggleable. For example up to 10 seconds of work, 30 seconds to fully recharge (shield must remain disabled for 3 seconds to be active 1 second, 25% uptime). It block N% of incoming damage but there is probably should be possibility to upgrade it from N% to X% damage mitigation at cost of dramatically slower regeneration (lesser uptime) by using special hullmod. Where X ~=95% and N<X

Pros: Advantage in face to face duels

Cons: Unable to manipulate ship damage absorption by increasing flux stats, vulnerable in extended brawls against endure enemies when your demper generator is depleted


« Last Edit: February 13, 2020, 10:27:31 PM by PainProjection »
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NephilimNexus

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Re: Ideas for different shield systems
« Reply #1 on: February 17, 2020, 01:44:08 PM »

Damper, not demper.  Good ideas, though.
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LightningCutey

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Re: Ideas for different shield systems
« Reply #2 on: March 13, 2020, 05:09:27 AM »

For organic hull, I would think it would be better to not have immunity to PD, but resistance and something like automated repair unit, though neutrino has a layer of regenerating armour to take damage on above regular armour/hull. also would be weak to HE

Enveloping shield generator has been done on looter or noir ships(the orange/yellow ones), or at least kind of as far as I remember.

A similar thing to damper shield generator has been done in the mod Knight's templar, however that shield had you take a percentage of damage as flux, and resistance to beams, also shutting off when at higher flux levels and reducing in effectiveness, though a pure damper field shield system would be interesting it'd be very weak to EMP as well as HE.
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Snrasha

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Re: Ideas for different shield systems
« Reply #3 on: March 13, 2020, 09:15:07 AM »

For organic hull, I would think it would be better to not have immunity to PD, but resistance and something like automated repair unit, though neutrino has a layer of regenerating armour to take damage on above regular armour/hull. also would be weak to HE

Enveloping shield generator has been done on looter or noir ships(the orange/yellow ones), or at least kind of as far as I remember.

A similar thing to damper shield generator has been done in the mod Knight's templar, however that shield had you take a percentage of damage as flux, and resistance to beams, also shutting off when at higher flux levels and reducing in effectiveness, though a pure damper field shield system would be interesting it'd be very weak to EMP as well as HE.

The enveloping shield generator of Looters from Artefact mod is a mixed simplified stuff of neutrino armor + templar shield. This is just a layer of hitpoint weak to kinetic and good against HE. Same if the AI take that very badly and i got many issues with the vent (Knight Templar or neutrino do not have any issues with their "shield").
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Alluvian

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Re: Ideas for different shield systems
« Reply #4 on: March 15, 2020, 08:19:13 PM »

More shield types would be nice.

I am tempted to adapt the drone 'merlons' used on the Star Fortress stations for creating destructible shield elements.
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