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Suggestions / Re: Shield subsystem idea
« on: February 05, 2015, 03:11:19 PM »EMP damage acting through shields (even if only against the shield generator) is something I'm very much against as shields are the only real counter found within the game to EMP damage at present. If all EMP-type weapons needed to be boosted, then EMP damage acting as some kind of flux damage against shields would be something I could possibly get behind, but at present I don't see that the category of weapons defined as those weapons with EMP damage has any significant need of being boosted across the entire category; certainly Ion Cannons and Salamanders do their jobs reasonably effectively, even if some of the other weapons in the category might be lackluster.
Agreed, i dont think EMP needs pierce shields. I'd also be ok with dealing a little flux damage to shields if needed, but im fine with them behaving as they do currently.
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As far as justifying the lack of EMP damage to shields goes? We already have a couple weapons whose descriptions basically say "it's all magic to us." Adding something else which says the same won't hurt anything. I will say that the justification of the generator maintaining a very small shield bubble around itself constantly would tend to run counter to the idea that the shield generator can be knocked offline by normal damage, as if the shield generator can be knocked offline by normal damage it suggests that the small bubble protecting the generator itself can be taken offline at least temporarily, at which point EMP damage should begin to affect it.
I feel like the "this is so advanced we don't really understand it" stuff goes mostly on high-tech, powerful, large weapons as if they are newly invented, which is great. But it seems that they've been building shield generators and basic EMP weapons long enough to get a better grasp. It could easily be explained as "EMP damage is easily dissipated by a shield, because of how shield fields are generated, etc." in either case, i not concerned about it.
Just as an idea, im not too fond of having a separate shield bubble around the generator itself. How would it be shown on the ship? just a ilttle shield bubble around a chunk of the ship all the time? Seems like it would have to cut through the ship, unless it was designed with an empty area around it on purpose or something... i dunno, just use armor.
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As far as multiple shield generators go, that I am less certain of. The current shield graphic suggests that the entire arc of the shield is projected from a common point at the approximate center of the ship (the shield originates at a single point along the perimeter of the hull and extends in an arc in both directions, which is suggestive of an aperture opening or of a fountain forming from a single source, rather than originating at several points along the perimeter of the hull and extending from those points), and most of the references to shield emitters or generators in ship and module descriptions only reference a single shield generator or emitter; those references that are not singular do not clearly indicate that the reference is to multiple generators/emitters on a single ship rather than being in reference to the shield generators mounted on all the ships.
The distinction for me is there might be multiple shield generators, but one projector. The projector obviously being at the center, just as you described. Descriptions could be altered to keep the generator/projector distinction straight as necessary. For instance, the Front Shield Generator mod's description is "Installs a makeshift, inefficient shield generator on the ship. The shield emitter is locked in a forward - facing position and has a 90 degree arc." could be altered to say "inefficient shield generator system on the ship" to make it more ambiguous. A generator system could easily have one or more individual generators without breaking the language of the description. This way it won't sound wrong when applied to a larger ship that uses more than one generator hardpoint in combat.
I suppose there could be a shield emitter/projector on ships at some point, but for combat purposes that might be sort of redundant. In any case i think we can tackle that idea at another thread and time.
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One further comment: the current shield mechanics, where the shield generator can operate regardless of the state of the ship except if the vessel is overloaded, indicate that the shield generator is in very close proximity to the ship's main reactor, and so never experiences a power interruption except when the ship's cooling systems are too overloaded for it to be safe to operate the reactor at the levels required to run the shields and fire the guns. This suggests that any hits which endanger the shield generator at least come dangerously close to the ship's reactors, and possibly that any hit that manages to damage the shield generator will also have damaged the ship's reactors. Thus, we never see shield generators go offline because any hit capable of taking them offline is also a hit which causes a catastrophic reactor failure. It might be more reasonable to ask that Alex add points around the ships where you can hit to cause (temporary?) damage to a ship's flux venting and possibly flux capacity, as flux vents by their nature must be on or very close to the surface of the ship (though they are likely protected by armor in some fashion) and flux capacitors might not all be buried as deep within the ship as the reactors and shield generator appear to be (heck, depending on what a flux capacitor is made out of, it might even be placed in such a way as to provide an extra layer of protection for something deeper within the ship - better to lose an unnecessary but useful coolant tank than the CIC, right?).
It can be inferred, from current shield mechanics, that the shield generator is very close to the reactor, sure but I'd feel skeptical that a shot couldnt impact the shield generator without impacting the reactor as well. at that point it may be easier to just say that the ship reactor and shield generator are one and the same.
I feel like having weak points for flux vents and such visible around the edges of ships might look a little strange, or be too small to really be noticeable by the player. Making them tiny or not shown would be almost the same as having random extra damage/status effects regardless of where something is hit. If it happened repeatedly to an unlucky player they'd be confused and discouraged.
Flux capacitors though, could maybe be said to be located near weapon hardpoints, or spread out around the ship out of necessity. then damaging a nearby weapon, or just punching into some hull near the capacitors could lower total flux capacity. I suppose they'd be repairable in combat, but man... between already repairing engines and weapon mounts (rather magically honestly), and maybe the shield generator, the crew really earn their keep i'd say.