[Shielding] Upvote if you want SE2 to have new technologies
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"From the perspective of pure science, force fields are fact — and not just fact but familiar. The four basic forces that govern our universe — gravity, electromagnetism, and "strong" and "weak" nuclear forces — are all associated with force fields, some of which provide protective shielding."
Realism Threshold:
Ion Thruster - Low threshold. (exists in a real world context) Shields - Medium threshold. (semi-theoretical) Jump drives - High threshold. (science fiction)Reactive Energy Armor:
You supply energy to the armor blocks to increase its defence against certain weapons.
- Energy field appears about 1mm from armor blocks.
- Could also be implemented as infused into the armor blocks themselves.
- Powered by reactor ultimately.
- Energy could be distributed across the armor from plasma conduits or manifold blocks that are embedded into the armor itself to provide proper coverage.
Visuals:
- Visually would appear as a hue on your hull or only appear when hull impacts objects or is shot at.
- If implemented as infused into the hull itself adding protective properties it may not require a graphic.
Purpose:
- Would balance light armor blocks in combat, adding more tactical depth to building combat ships.
- Protect light armor blocks, thus allowing builds to be lighter while still affording them protection.
- Add in more power consumption mechanics for reactors, and power that is generated would have more uses.
Files:
Screenshot 2025...
I was just discussing this subject and evolved into a theory of balance if a reactive electrified armor were to discharge too rapidly, say in close quarters conflict it could also have momentary emp results shorting out systems like weapons targeting, ion thrusters and the like making it more useful at longer ranges and hopefully evolving an additional fighting style and tactical distribution of force rather than everyone playing the exact same way with massive brawlers. I would suggest also diminishing returns at higher points and much reduced shield recovery while in combat. Create a type of soft cap as it were to the shields to make it more of a conflict assist rather than an armor replacement. While I am completely behind the idea, there is a matter of balance and tactical utility to continue having other established routes still viable when introduced.
I was just discussing this subject and evolved into a theory of balance if a reactive electrified armor were to discharge too rapidly, say in close quarters conflict it could also have momentary emp results shorting out systems like weapons targeting, ion thrusters and the like making it more useful at longer ranges and hopefully evolving an additional fighting style and tactical distribution of force rather than everyone playing the exact same way with massive brawlers. I would suggest also diminishing returns at higher points and much reduced shield recovery while in combat. Create a type of soft cap as it were to the shields to make it more of a conflict assist rather than an armor replacement. While I am completely behind the idea, there is a matter of balance and tactical utility to continue having other established routes still viable when introduced.
Force fields could also be used for doors, and under water containment/airlocks. So the idea of adding shielding to the game expands other applications as well.
Force fields could also be used for doors, and under water containment/airlocks. So the idea of adding shielding to the game expands other applications as well.
I was just discussing this subject and evolved into a theory of balance if a reactive electrified armor were to discharge too rapidly, say in close quarters conflict it could also have momentary emp results shorting out systems like weapons targeting, ion thrusters and the like making it more useful at longer ranges and hopefully evolving an additional fighting style and tactical distribution of force rather than everyone playing the exact same way with massive brawlers. I would suggest also diminishing returns at higher points and much reduced shield recovery while in combat. Create a type of soft cap as it were to the shields to make it more of a conflict assist rather than an armor replacement. While I am completely behind the idea, there is a matter of balance and tactical utility to continue having other established routes still viable when introduced.
I was just discussing this subject and evolved into a theory of balance if a reactive electrified armor were to discharge too rapidly, say in close quarters conflict it could also have momentary emp results shorting out systems like weapons targeting, ion thrusters and the like making it more useful at longer ranges and hopefully evolving an additional fighting style and tactical distribution of force rather than everyone playing the exact same way with massive brawlers. I would suggest also diminishing returns at higher points and much reduced shield recovery while in combat. Create a type of soft cap as it were to the shields to make it more of a conflict assist rather than an armor replacement. While I am completely behind the idea, there is a matter of balance and tactical utility to continue having other established routes still viable when introduced.
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