Shields

Post ideas & suggestions you have pertaining to the game here.
User avatar
Aeonic
Militia Commander
Militia Commander
Posts: 469
Joined: Sun Jun 14, 2009 1:05 am
Location: Designing his dream ship.

In the RC versions, shields have been weakened so now armor is much more important, while shields are somewhat insignificant.

I was thinking, instead of weakening shields so that armor is more important now, how about just changing their role a little but through absorbAdj. You don't have to decrease a shield's power, just make it so that it doesn't absorb 100% of the damage it receives from every damage type.

For example, you might have a shield that absorbs 100% of ion and positron damage, which rely on the shield's HP to block, while only absorbing 20% of plasma damage. Then you'll be counting on your armor to stop the plasma damage, so armor doesn't become insignificant, but shields don't have to either. You could have gravity-based shields which work very well against kinetic weapons, while energy-based shields work very well against energy-based damage types.

Bottom line, shields can still be very powerful, but they're not impenetrable. You can't rely on your shields to protect your ship 100% until they go down, and you can't fly through swarms of enemies just because you have a tough shield expecting to go through unscathed.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
Image
bluesaberist
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Wed Jan 16, 2008 2:13 am
Location: Pennsylvania

I don't think it's possible right now, but maybe there should be a dynamic version of absorbAdj. Then you could have shield that only starts to leak at about 50% HP. That would sort of make sense anyway.
If you drop a bar of soap on the ground, is it dirty?
If a person is legally blind, and can suddenly see, is he breaking the law?
If a friend says he's going outside to get some air, what was he breathing before?
-Brad Stein
User avatar
Wurmish
Militia Lieutenant
Militia Lieutenant
Posts: 174
Joined: Mon May 11, 2009 2:26 am
Location: A tesseract

So you're thinking changing everything to a modified Trenton then? Sounds interesting... But then how would Quantumspheres work?
My first mod, mostly done, still balance testing.
http://xelerus.de/index.php?s=mod&id=789
User avatar
Aeonic
Militia Commander
Militia Commander
Posts: 469
Joined: Sun Jun 14, 2009 1:05 am
Location: Designing his dream ship.

Dodge? They could always be slowed down. :P

If absorbAdj can be modified during the game, perhaps shields, when used, could be run at full power to absorb 100% of damage but at very high energy cost.

Actually it would be kind of neat if all shields could do that anyway. You use your shield and you're given an option to set the absorb adjustment percentage that you want, while higher percentages use considerably more power than lower percentages. This wouldn't influence the shield's HP potential any, so you could still run a class 1 deflector at 100% for maybe 20MW of power, while at 50% its only 5MW or 25% is only 1MW, etc...

I figure the more fine-tuning you can do to your ship, the better.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
Image
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

Wurmish wrote:So you're thinking changing everything to a modified Trenton then? Sounds interesting... But then how would Quantumspheres work?
Any shield that has an absorbadj above some threshold (80?) should block armor effects like disintigration, EMP, device damage, radiation, and blinding. and that threshold should be the standard absorbadj.

I've been suggesting that the trenton should be the rule rather than the exception for a while now.
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

hmmm...
I disagree with something like this, my main gripe being those annoying red 'your armor got hit' flashes, though there are others.
FIRST remove the red flashes, and then I'll see about how strangely the balance ends up after that.
A good mix of trenton and standard shield types would be better imo. Not all one way, and not all the other way. But the red flashes need to be changed. Perhapse a flash only on the screen's border?
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
bluesaberist
Commonwealth Pilot
Commonwealth Pilot
Posts: 97
Joined: Wed Jan 16, 2008 2:13 am
Location: Pennsylvania

Or just flash the segment of armor that got hit? That would be nice.
If you drop a bar of soap on the ground, is it dirty?
If a person is legally blind, and can suddenly see, is he breaking the law?
If a friend says he's going outside to get some air, what was he breathing before?
-Brad Stein
Bobby
Militia Captain
Militia Captain
Posts: 675
Joined: Wed Jul 25, 2007 7:39 pm

I personally kind of like the flashes, I can't ignore it in the heat of battle, but the constant flashing from kilotons has to go. It could easily be toned down in intensity, or gain in intensity as the armor takes more damage, or be given a toggle like the map hud?
User avatar
Aeonic
Militia Commander
Militia Commander
Posts: 469
Joined: Sun Jun 14, 2009 1:05 am
Location: Designing his dream ship.

I kind of like the flashing too, since when things start flashing a lot, that kind of tells me its time to leave. But if other people don't like it then maybe there could be some kind of preference to turn it on or off implemented at some point. Flashing armor segments seems like a good idea too.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
Image
User avatar
Aeonic
Militia Commander
Militia Commander
Posts: 469
Joined: Sun Jun 14, 2009 1:05 am
Location: Designing his dream ship.

I wonder how easily friendly ships will get T'd off when you shoot them and their shields don't block all the damage.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
Image
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

The flashing is more of 'oh, my shields are down. better get out of here'; it's adjusted for the old balance, not the new one, and certainly not this proposed balance. I DON'T want obnoxious full-screen flashes when my shields are still up, even with trenton type shields.
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
User avatar
Aury
Fleet Admiral
Fleet Admiral
Posts: 5421
Joined: Tue Feb 05, 2008 1:10 am
Location: Somewhere in the Frontier on a Hycrotan station, working on new ships.

In the end though, TX2 will still never change to mainly trenton shields; there will be an increase in those types of shields certainly to a respectable number, but full-absorption generators will still be predominant (because there's more stuff that can be creatively done with them)
(shpOrder gPlayership 'barrelRoll)
(plySetGenome gPlayer (list 'Varalyn 'nonBinary))
Homelab Servers: Xeon Silver 4110, 16GB | Via Quadcore C4650, 16GB | Athlon 200GE, 8GB | i7 7800X, 32GB | Threadripper 1950X, 32GB | Atom x5 8350, 4GB | Opteron 8174, 16GB | Xeon E5 2620 v3, 8GB | 2x Xeon Silver 4116, 96GB, 2x 1080ti | i7 8700, 32GB, 6500XT
Workstations & Render machines: Threadripper 3990X, 128GB, 6900XT | Threadripper 2990WX, 32GB, 1080ti | Xeon Platinum 8173M, 48GB, 1070ti | R9 3900X, 16GB, Vega64 | 2x E5 2430L v2, 24GB, 970 | R7 3700X, 32GB, A6000
Gaming Systems: R9 5950X, 32GB, 6700XT
Office Systems: Xeon 5318Y, 256GB, A4000
Misc Systems: R5 3500U, 20GB | R5 2400G, 16GB | i5 7640X, 16GB, Vega56 | E5 2620, 8GB, R5 260 | P4 1.8ghz, 0.75GB, Voodoo 5 5500 | Athlon 64 x2 4400+, 1.5GB, FX 5800 Ultra | Pentium D 3.2ghz, 4GB, 7600gt | Celeron g460, 8GB, 730gt | 2x Athlon FX 74, 8GB, 8800gts 512 | FX 9590, 16GB, R9 295x2 | E350, 8GB | Phenom X4 2.6ghz, 16GB, 8800gt | random core2 duo/atom/i5/i7 laptops
User avatar
Aeonic
Militia Commander
Militia Commander
Posts: 469
Joined: Sun Jun 14, 2009 1:05 am
Location: Designing his dream ship.

You could also have it where the screen only flashes red when the armor segment being hit is below a certain percentage. Basically meaning you're approaching critical damage.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
Image
User avatar
Atarlost
Fleet Admiral
Fleet Admiral
Posts: 2391
Joined: Tue Aug 26, 2008 12:02 am

Threshold should be adjustable by the player then.

When you're using a Trenton you want a threshold not higher than 60%. When you're using a Mammoth you want any armor damage to get you a warning.
User avatar
Aeonic
Militia Commander
Militia Commander
Posts: 469
Joined: Sun Jun 14, 2009 1:05 am
Location: Designing his dream ship.

You already have the sound and impact graphic changes to warn you when your shields are being bypassed. The red flashing would just be to warn you that you're going to die soon if you don't do something about it. I was thinking it would start happening at the same time as when your armor reaches its last display state, something like 20-25%.
Last Cause Of Death: Destroyed by Karl Svalbard's last Lucifer missile, right after I blew him up. And the crowd cheers.
Image
Post Reply