If shields become a thing, some things should not be shield-able.
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Engine exhausts should not be shield-able at any distance in the direct line of their plumes.
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Now where do we go from here?
Now where do we go from here?
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.
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.
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.
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.
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?
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?
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?
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?
The same rules, the same weapons...
You have too thick armor
You have too thick shield
You have too many shields
And what next?
The same rules, the same weapons...
You have too thick armor
You have too thick shield
You have too many shields
And what next?
There is a great YouTube video with interesting suggested solutions.
@ca 30:00 external shield emitters
https://youtu.be/H5B1hRUCndw?si=dA5pzWS8kBpqFDZw
There is a great YouTube video with interesting suggested solutions.
@ca 30:00 external shield emitters
https://youtu.be/H5B1hRUCndw?si=dA5pzWS8kBpqFDZw
@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
@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
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