If shields become a thing, some things should not be shield-able.

Deon Beauchamp shared this feedback 22 days ago
Not Enough Votes

Engine exhausts should not be shield-able at any distance in the direct line of their plumes.

Replies (8)

photo
1

Now where do we go from here?

photo
2

And here we go with the "well this shouldn't be shielded if they happen" stuff. There is no reason to needlessly complicate stuff and nit pick it to death about what should be shielded and what shouldn't. You start saying "x block shouldn't be shielded by default" and you open the door for folks do demand everything else under the sun not be shielded. First it's engines, then it's weapons because "how can they get through the shield" junk, then folks demanding (block name here) be added to the list too and we're right back to square one.

Leave everything shielded by default then let folks customize what they want/don't want shielded in the menu, including the ability to turn shields off outright. If folks don't want to pick and choose what they want shielded via menu options, they can leave a switch code with each blocks that can be as simple as "ShieldedBlock=false" depending on how they did it.

photo
1

From a gameplay perspective, the solution is simple – increase the size of the shield so that it is out of reach of the engines. The law of action and reaction cries out, but the players are satisfied.


Any such comment and reference to the logical problems of the shield with the systems of one's own ship (construction, engines, weapons, fill in the blank...) does not indicate the "maliciousness of the shield's opponents," but rather the logical inconsistency and therefore the incorrectness of the idea of the shield's existence.


Simply put, when you start cheating and circumventing or ignoring the laws of nature, sooner or later the logical structure of the rules of the created world will collapse. This is inevitable.


Not only because you cheated, ignored, and circumvented the laws of nature when creating it.

But because you circumvented and ignored also the your own rules that you yourself introduced into the emerging game world.

That is why I say that it is necessary to adhere to as many physical and natural laws from the real world as the game engine allows to simulate and can handle.

photo
1

Just a question:

What happens when two ships of equal weight and power categories collide with their shields?

And what happens when two ships of unequal weight and power categories collide with their shields?

photo
1

And there was I expecting, absolutely no rejection of my post, the trap was sprung. :).


I would really like it if someone could work backwards from the ideal battle and battles of various sorts, to calculate the type of shield that would be needed to produce combat that both parties could walk away( or limp) with the feeling that it was a 'good battle'.

How much shield is necessary to give protection and how little to avoid the transparent bouncing ball thing where all are waiting for one sides ammo to run out or batteries to deplete. Any use of shield should not create boring game play, it should create dynamics in combat gameplay that requires quick thinking during battle and long thinking during pre-battle preparation. Shields can not be 100% effective, otherwise players might as well use 'God mode' and play with no useful value.

I have heard @tael talk about the maths of shield balance not working. If this is a question of maths then work backwards from the desired end goal and then make the use of shields fair and fun by adjusting their functional power and costs accordingly. ie Z=X+?.


I have made this post as a suggestion as to how combat with shields could be fairer and fun. There are probably many ways to do this. Leaving thrusters vulnerable along the line of the exhaust through a gap in the shield will not make the shot easy, but possible.

I was hoping that aether drives would be suggested in the replies, but alas...


@Semtex


As to shield collisions between shielded grids...There are too many unknowns:

1. What form shield will take. How complete, shape, and distance proximity from grid or is part of grid.


2. How does the shield deal with kinetic material impact.

3. How does the shield deal with energy based fields and charges.

4. How does the shield deal with chemistry.

5. How is the shield maintained.

6. Does the shield work in atmosphere or under water.

7. If the shield is capable of working in a liquid/gas material medium, what is the density threshold before the shield rejects the medium.

8. Does the shield allow passage of some solid material types and others not.

9. Do low relative velocity objects pass through the shield or not.

10. Does the shield need physical anchor points running from the grids surface.

11. Does a force effect on the shield translate to a force effect on the grid it is protecting, if so how.


12. You think of the rest please.

?????????????????????????????????????????????????


@captainbladej52

I did not want you to feel left out

Hi, how are doing?

Have you tried any visual scripting in SE1, if so how did you find it?

photo
1

Deon – if we assume that the shield is some kind of force/energy field that is currently unknown to physics, we should "quietly" assume that it only works in a vacuum.

Q6 - No. Functioning in the atmosphere and in water requires overcoming the enormous mass of air and water – and Brownian motion of molecules, which occurs at the microscopic level but at relatively high speeds – the average speed of air molecules roughly corresponds to the speed of sound (air ~490 m/s at 20 °C, O2 ~ 600 m/s, N2~500m/s...). Although the density of air is only 1.29 kg/m3, the volume of air inside the force field of the shield quickly reaches thousands or even millions of cubic meters – and thus tons to thousands of tons.

If we assume that the shield is "filled" with something (gas, dust...) - in water and air, the problem arises of how to create this mixture quickly and, above all, how to keep this mixture close to the ship. So limiting the function of the shield to a vacuum is the simplest logical solution.

Q8 - I think not. It does not have friend-or-foe recognition. And a projectile can be made from anything - even from ice, if necessary.

Q9 - Then a guided missile at the distance of the shield's thickness will slow down and penetrate the shield at low speed

Q10 - I believe that the shield should be anchored in the grid - specifically in the shield generator

Q11 - films and other evidence of the existence of shields show that a strike to the shield has an effect on the grid to which it is anchored, although the effect of the strike is dampened

photo
1

@Deon Beauchamp Ah, fishing for logical input then... lets see...

"...Engine exhausts should not be shield-able at any distance in the direct line of their plumes..."

-How does this respond to ships with internal thrusters, gravity drives (provided the cursed things are allowed), or most challengingly: subgrid thrusters? If something doesn't make a hole then people will quickly use it to not have any holes, and if it always makes a hole then they'll quickly look to weaponize it.


"...work backwards from the desired end goal and then make the use of shields fair and fun..."

-Tried that a while ago, it only works out with significant build restrictions (e/x: everyone must build and operate ships that weigh W, with external volume X, TWR Y, and internal/external systems Z). While such restrictions are all well and good for a tournament, they fall apart when applied to a sandbox where you're trying to encourage creative variety and not just meta-adherence.

photo
1

@Tael - Maths = Tissue paper shields?

As for covered thrusters, one bit of magic deserves another, the armour along the exhaust plume line will be vulnerable. (Now will someone think of exhaust channelling for internal thrusters?)

photo
1

"...Tissue paper shields..."

-If you are planning for shields that wont stop anything then why have them at all?


"...armor along the exhaust plume line will be vulnerable..."

-That would prevent using internal thrusters to circumvent that loophole, what of grav-drives and subgrids?

photo
1

OK - 2 layers of tissue paper then.

Do grav drives and subgrids work in SE2?

photo
1

Grav-drives: hopefully not.

Subgrids: if they don't work now they will eventually, connector-docking kind of requires it.

photo
photo
1

The same rules, the same weapons...

You have too thick armord1ae2dd6e6ee15ff8fd799e630f72957

You have too thick shield

58516e01d44e035e6f33859a96fbe79f

You have too many shields

9a8605812c02a9a6f47fe22d2da02a39

And what next?

photo
1

There is a great YouTube video with interesting suggested solutions.


@ca 30:00 external shield emitters

https://youtu.be/H5B1hRUCndw?si=dA5pzWS8kBpqFDZw

photo
1

A sector shield, as demonstrated in the video, would be a brutal weapon against small ships.

Why?

Because if the shield is going to work against small grids, missiles and drones, logically it has to work against small grids - ships.

If I can manipulate the width of the beam and the distance/reach of the shield, I can also create a narrow and long beam.

And I have the equivalent of a braking beam with which to deprive a small ship of mobility and then shoot it with tower weapons.

Or I create a barrier with some amount of hit pints and put it in the path of a small ship to smash into it. There are plenty of options, you just have to think creatively.

How?

Simple - I place the shield generator on a gimbal controlled by the camera and computer. So I can move the shield around in space.

----------------------------------------------------

Not to mention that if the author of the video is talking about existing things, he is talking nonsense and doesn't understand at all how those things actually work and why.

And of course - all the time he talks about how to weaken the capabilities of big ships against small ships. Something like 'the same rules for everyone' obviously says nothing to him. He just wants to win, and he doesn't care that he cheats in the process.

photo
1

@Semtex - Not that I really know, but when redirecting a shield would there be any back EMF effects?

@Kim - thank you for the link.

photo
1

Deon - why should there be an EMF effect? The shield normally moves with the ship, following it when it accelerates, maneuvers... There is no difference between turning the gimbal with the shield generator or turning the entire ship with the shield generator fixed in place.

Yes, there could be limits and restrictions. Some restrictions could arise when relativistic physics is introduced into the game—the speed of light limit and other restrictions. The second group could arise from the capabilities and abilities of the game engine, similar to the ability of a searchlight to track and illuminate a fast-moving target.

photo
1

So are you saying that using shields could slow you down?

photo
1

No, unless you reach relativistic speeds (i.e., speeds close to the speed of light).


There is no point in analyzing the interaction of the shield with space-time—we do not have a physical description.

We can analyze the interaction of various objects with the shield (or the shield's energy field).

Interactions with material objects:

1) Your ship moves with the shield generator and thus with the shield (or energy shield field) it creates. The relative speed of your ship and your shield is zero.

2) Your projectiles and missiles - moves relative to the shield at a non-zero speed.

2b) The reaction mass of your engines – moves relative to the shield at non-zero speed.

2c) Personnel (players and NPCs) on your ship – if they are moving or otherwise relocating, they move relative to the shield at a non-zero speed.

3) Enemy projectiles and missiles - moves relative to the shield at a non-zero speed.

4) Enemy ships - moves relative to the shield at a non-zero speed.

5) Your ship and the enemy ship's shield - moves relative to each other at a non-zero speed

6) Voxel object – if your ship is moving, it moves relative to the shield at a non-zero speed.

7) Free-floating objects and grid fragments - moves relative to the shield at a non-zero speed.

Do shields (or force fields) interact with each other?

8) Your ship's shield and the enemy ship's shield - move relative to each other at a non-zero speed.


Remember: in a fair game, the same rules apply to everyone and everything...

photo
1

If your shield generator does not move relative to your ship, but you are moving a partial shield relatively around the shield generator, you are saying there are no issues?

photo
1

The above-published design assumes movement of the entire generator that creates the sector shield. In other words, the shield does not move relative to its generator.

There should be no problems – the linear and angular speeds of the generator on the cardan joint are relatively low. The load on the cardan joint drives may be higher.

Of course, the moving shield must not collide with the hull of the own ship.

photo
1

In my opinion the size of a shield generator and its supporting parts should be proportional to the max size of the shield that is generated. So for a shield to completely cover a grid, the shield generation system should take up a fair amount of space, perhaps somewhere between 5% and 10% of the grids total volume.

photo
photo
1

@Semtex

His suggestion wouldn't allow for the shield's distance/range to be freely adjusted. There would be three settings: wide radius + weak shield, medium + medium, narrow + strong.


The video even shows that small ships are less penalized compared to all shield mods in SE1.


@Deon

you're welcome

photo
1

That is exactly the problem – he wants to introduce "artificial" restrictions that are only beneficial to certain designs. In other words, unfair rules.

The dimensions of the shield, its quality (HP), and the energy required to create it should be determined by the same formulas for everyone.

photo
1

I don't see it that way. Which ship or base design would have an unfair advantage in your opinion?


If you're annoyed by the three different default settings, you could also achieve this with a slider with the same max and min parameters for the shields. That would give you more freedom to adjust.


If you design drones that surround the enemy to prevent them from moving, they would need more mass, more engine power, and longer energy retention, depending on the situation. In addition to the outstanding flying skills needed to deploy six drones from all sides simultaneously around the enemy ship, they should also be able to cripple the enemy. The ultimate perfect solution, without a midmaxing feint, doesn't exist, not even in reality.


You make me feel like you're fundamentally dismissing all ideas because you don't want shields. Let's assume there will be shields and they can be deactivated on servers. How would you want to see a shield implemented in vanilla?

photo
1

Assumption:

- the energy field of the shield is cone-shaped with its apex in the generator and its base in free space

- the energy density is the same throughout the entire volume of the shield

- The shield stops a projectile (or other material object) by removing ("neutralizing") its kinetic energy and reducing the object's speed to zero relative to the shield


Limits:

- Maximum allowable "energy density" in the shield (can be set lower)

- Maximum energy input to the generator (the power supplied to the shield may be affected by the efficiency of converting electrical energy into shield energy)


Calculations

- Base diameter x length/distance -> shield volume

- Volume x maximum permissible (or set) energy density -> maximum energy stored in the shield, maximum energy of projectiles (material objects) that the shield can "neutralize"

- Energy stored in the shield / generator power -> speed of shield creation and shield maintenance and renewal


A more accurate and correct model would be one that gradually reduces the kinetic energy of the projectile, where the kinetic energy (and thus the speed of the projectile) decreases based on the energy density of the shield.

However, such a model would be disproportionately more complex and demanding in terms of calculations. It could, however, be applied in calculations of the shield's impact on grids (ships).

photo
1

Disadvantage of this solution:

the object captured in the shield retains its inertia and thus depletes the shield's energy when maneuvering the ship, because the shield moves at a non-zero speed relative to the captured objects...


A shield of this type also neutralizes explosive objects - it removes the kinetic energy from the fragments. More precisely, a projectile with an impact fuse and explosive charge should explode upon contact with the shield, because the mechanical parts of the fuse in the front of the projectile will be "stopped" before the rest of the projectile, so the process will be similar to hitting an armor plate.

photo
Leave a Comment
 
Attach a file
You can't vote. Please authorize!
You can't vote. Please authorize!