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Topics - PainProjection

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Modding / 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



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