Shields and Hangar Force Fields
With the introduction of the "alive universe", and so new enemy threats in Space Engineers 2. I believe it's time to enhance base and ship defenses beyond the existing systems.
Shield Generator:
The shield generator could function similarly to the jump drive, with a few key mechanics:
- Energy Buffer:
- The shield would have a jump drive's like energy buffer that charges when activated and
depletes as it absorbs damage.
- Players could expand the shield’s buffer capacity and recharge rate by adding more shield generators or auxiliary components. - Configurable Modes:
- Join an Existing Shield Field: Link to an existing shield network to strengthen it or extend its coverage.
- Spawn a New Field: Create an independent shield around a base, ship, or specific structure. - Configurable Settings:
- Player/Faction Access Permissions: Enable faction/player ships to pass through the shield using a "keypass" block system. This system could also add tactical gameplay by allowing keypass blocks to be hacked during enemy boarding actions.
- Water/Voxels Interaction: Toggle whether the shield blocks or allows water/voxels interaction, enabling its use in aquatic environments (e.g., boats or underwater facilities) or during mining (voxel interaction).
- Pressurization: Use the shield to maintain oxygen pressure within bases or ships, improving survivability in space.
- Cloaking: Makes the ship not targettable from weapons and not eye visible until somenthing(asteroid, voxel, weapon bullet, grid, etc) hits the shield (and with a cooldown timer that resets at every new interaction)
- Blocking INtoOUT and/or OUTtoIN: Makes possible to use the shield to protect the inside or/and the outside, this leave the freedom to choose if things can escape freely but enter only for in specific conditions. (A space prison would need the shield either to protect the structure and to avoid prisoners escapes)
Force Fields for Hangars, Doors, and Interiors:Expanding on the same energy fields/shields concept: force fields could be implemented for hangars, doors, and other facilities, enabling more creative and functional designs:
- Hangar Force Fields:
- Allow force fields to replace or augment hangar doors, keeping water out of underwater bases or oxygen in pressurized spaces, while allowing for seamless entry and exit. - Interior Force Fields:
- Enable the placement of force fields on player-sized doorways as a new type of interior door.
- Customizable settings could permit specific crew members(with a physical token) or entities to pass through while blocking others.
- Allow toggling of water and oxygen interaction, enabling players to design passages that selectively retain or allow flow, depending on the environment (ship's ballast system). - Customizable Settings:
- Players could configure force field behavior to fit various scenarios, such as restricting access, maintaining atmospheric conditions, or creating functional barriers.
---
With a newer SE experience coming, players need modern solutions to protect their ships and bases while maintaining functional and immersive designs. Shield generators and force fields would add tactical depth and creative opportunities.
I don't think they'll do it themselves. They'll probably just wait for DarkStar to recreate their shield mod for SE2, since it works somewhat similarly to the idea you've proposed.
I don't think they'll do it themselves. They'll probably just wait for DarkStar to recreate their shield mod for SE2, since it works somewhat similarly to the idea you've proposed.
Merek did say on stream he wasn't opposed to shields in SE2 since it's 10k years in the future. The simplest shield type would be something like Cython's Shields. A basic shield with health x and regen rate y as a baseline, then from there ship it off to the players and let them buff the shields, nerf them, or turn them off as they see fit. Heck if all they did was give us a basic shield type like Cython's as a prime example, I can do the rest from there to get what I want. Give me a basic vanilla block to work with, let me set the regen rate, health and so on and I'm good. We shouldn't have to rely on a ton of scripts or a framework like weaponcore to make a shield work. Should they add a shield it won't be until much later, but I still want to see one. I know some folks won't like the idea, but I refuse to believe after 10k years they wouldn't have some kind of something, or have discovered something by then. For me, give us a base model first, then we can go from there. Anti-shielders could turn it off and not use it just like some folks don't use economy now.
Merek did say on stream he wasn't opposed to shields in SE2 since it's 10k years in the future. The simplest shield type would be something like Cython's Shields. A basic shield with health x and regen rate y as a baseline, then from there ship it off to the players and let them buff the shields, nerf them, or turn them off as they see fit. Heck if all they did was give us a basic shield type like Cython's as a prime example, I can do the rest from there to get what I want. Give me a basic vanilla block to work with, let me set the regen rate, health and so on and I'm good. We shouldn't have to rely on a ton of scripts or a framework like weaponcore to make a shield work. Should they add a shield it won't be until much later, but I still want to see one. I know some folks won't like the idea, but I refuse to believe after 10k years they wouldn't have some kind of something, or have discovered something by then. For me, give us a base model first, then we can go from there. Anti-shielders could turn it off and not use it just like some folks don't use economy now.
I'd be shocked if they don't at least do Hangar door force fields now that there will be underwater bases. The interior force field is a really cool idea, you can leave it off to conserve power then if an enemy is detected they all go active.
I'd be shocked if they don't at least do Hangar door force fields now that there will be underwater bases. The interior force field is a really cool idea, you can leave it off to conserve power then if an enemy is detected they all go active.
I for one hope they stray away from shields and energy weapons and stick to the more kinetic options. Just feels more industrial and gritty to me.
I'd be a fan of removing jump drives for some kind of transit only high speed Engines or something even!
I for one hope they stray away from shields and energy weapons and stick to the more kinetic options. Just feels more industrial and gritty to me.
I'd be a fan of removing jump drives for some kind of transit only high speed Engines or something even!
Darkstar shield mod is a must, but not in the "realistic" engineering field (could be still managed as a mod, but everything should be planned so the mod would be easily implemented: i recall a request from Darkstar which took time to implement in SE1;) )
However hangar forcefield to avoid managing hangar door, i am not a fan (or should be able to disable in game pref).
Darkstar shield mod is a must, but not in the "realistic" engineering field (could be still managed as a mod, but everything should be planned so the mod would be easily implemented: i recall a request from Darkstar which took time to implement in SE1;) )
However hangar forcefield to avoid managing hangar door, i am not a fan (or should be able to disable in game pref).
As a huge fan of hard sci-fi, I'm not opposed to the idea of adding energy shields, but I do strongly suggest that they be implemented in a realistically plausible manner. However, I am strongly against shielded hangers that keep water out and let everything else through for example, as I just don't see how that would be realistically plausible. If someone knows otherwise, though, let me know. Sounds a bit odd to me, though.
As for the implementation, I've posted my thoughts in another thread about shields: https://support.keenswh.com/spaceengineers2/pc/topic/46048-the-future-of-combat-how-to-balance-shields-and-energy-weapons#comment-91642.
As a huge fan of hard sci-fi, I'm not opposed to the idea of adding energy shields, but I do strongly suggest that they be implemented in a realistically plausible manner. However, I am strongly against shielded hangers that keep water out and let everything else through for example, as I just don't see how that would be realistically plausible. If someone knows otherwise, though, let me know. Sounds a bit odd to me, though.
As for the implementation, I've posted my thoughts in another thread about shields: https://support.keenswh.com/spaceengineers2/pc/topic/46048-the-future-of-combat-how-to-balance-shields-and-energy-weapons#comment-91642.
I wonder why my feedback was not get the support like this one, base also on this one but not that complex
I wonder why my feedback was not get the support like this one, base also on this one but not that complex
Beside of it, i believe everything should be upgradeable, so you dont get the full potention at once, with a delicated reactor that has jump posibilitys with extention and upgrades on it to get it work and stronger and cooling system and jumpdrive compontents connected that needed be working without belowing up the reactor
Beside of it, i believe everything should be upgradeable, so you dont get the full potention at once, with a delicated reactor that has jump posibilitys with extention and upgrades on it to get it work and stronger and cooling system and jumpdrive compontents connected that needed be working without belowing up the reactor
https://support.keenswh.com/spaceengineers2/pc/topic/46096-extended-feedback-for-considering-shields
Here is my extended feedback for also shields
https://support.keenswh.com/spaceengineers2/pc/topic/46096-extended-feedback-for-considering-shields
Here is my extended feedback for also shields
I am all in for shields, but for hangars, i just love my airtight hangar doors, no way aroudn that. Forcefields would be a nice addition but doors would be absolutly first and more substantial.
I am all in for shields, but for hangars, i just love my airtight hangar doors, no way aroudn that. Forcefields would be a nice addition but doors would be absolutly first and more substantial.
I don't think force field hangar doors should be vanilla (I have yet to have an opinion on shields overall because we don't know what combat in SE2 is even going to look like), I love how you have to figure out the logistics of pressurizing or just choosing not to pressurize a hangar, its fun! Having force fields for that would kind of ruin it
I don't think force field hangar doors should be vanilla (I have yet to have an opinion on shields overall because we don't know what combat in SE2 is even going to look like), I love how you have to figure out the logistics of pressurizing or just choosing not to pressurize a hangar, its fun! Having force fields for that would kind of ruin it
After reading all of this my thought are.
Defense Systems being a few different blocks.
Kinetic Defense - Reactive Armor would defend from Kinetic Rounds but would only work if the rounds hit that block which could also double as a decoy block or be used along side the decoy block.
Missile Defense - I think the Space Engineers system allowing specific weapons to shoot missiles is fine, could also add a farther system like interceptor missiles which would try to shoot down the missiles farther away.
Shields I feel should only be able to protect from energy based weapons, if most think energy based weapons is to OP could be similar to how you have to collect Prototech blocks.
Forcefields I think is a thing that needs to be, could just make hanger doors that have and don't have forcefields.
After reading all of this my thought are.
Defense Systems being a few different blocks.
Kinetic Defense - Reactive Armor would defend from Kinetic Rounds but would only work if the rounds hit that block which could also double as a decoy block or be used along side the decoy block.
Missile Defense - I think the Space Engineers system allowing specific weapons to shoot missiles is fine, could also add a farther system like interceptor missiles which would try to shoot down the missiles farther away.
Shields I feel should only be able to protect from energy based weapons, if most think energy based weapons is to OP could be similar to how you have to collect Prototech blocks.
Forcefields I think is a thing that needs to be, could just make hanger doors that have and don't have forcefields.
If this is to become a thing, i could see it as a sort of electrical field that could prevent the passing of gasses or liquids. BUT, it would come at a huge cost to power consumption. water more than oxygen as it is more dense.
My thought is that the field is at all times interacting end replenishing hence the power cost.
this would also make it a more viable option for bases and still provide a challenge to integrate into ships and not being used all over. (becoming a wonder block)
Like this the player would still need hangar doors to keep power consumption down and enemies out - while at the same time greatly decrease the space needed for hangar airlocks, as the field and door could be right next to each other or even part of the same block. (loosing power with the doors open would decompress the ship)
If wearable suits becomes a thing it should also not be possible to pass without one, as the suit would protect the player against the field.
External kinetic shields for combat and so on, i would also like to keep out of vanilla.
If this is to become a thing, i could see it as a sort of electrical field that could prevent the passing of gasses or liquids. BUT, it would come at a huge cost to power consumption. water more than oxygen as it is more dense.
My thought is that the field is at all times interacting end replenishing hence the power cost.
this would also make it a more viable option for bases and still provide a challenge to integrate into ships and not being used all over. (becoming a wonder block)
Like this the player would still need hangar doors to keep power consumption down and enemies out - while at the same time greatly decrease the space needed for hangar airlocks, as the field and door could be right next to each other or even part of the same block. (loosing power with the doors open would decompress the ship)
If wearable suits becomes a thing it should also not be possible to pass without one, as the suit would protect the player against the field.
External kinetic shields for combat and so on, i would also like to keep out of vanilla.
There's a perfectly mundane use for an airtight forcefield hangar door... building a moon pool, where air pressure is used to keep water out of a room in an underwater base. While it would be awesome if we could have actual air pressure used to keep the lake/ocean out, a forcefield hangar door would at least look right.
There's a perfectly mundane use for an airtight forcefield hangar door... building a moon pool, where air pressure is used to keep water out of a room in an underwater base. While it would be awesome if we could have actual air pressure used to keep the lake/ocean out, a forcefield hangar door would at least look right.
I hope base game stay more "mechanical". Force fields should stay in mods.
I hope base game stay more "mechanical". Force fields should stay in mods.
I'm personally very against shields, as they essentially make smaller ships useless.
Without shields, a fighter can ambush a battleship and wreck its engines before it gets destroyed. The battleship then has to use time and resources to make repairs.
With shields, a fighter can do 5% shield damage before it is destroyed. The battleship's shield then regenerates seconds later, and it's not impacted at all.
I'd much rather ship defenses were handled with CIWS, missiles, and APS systems.
I'm personally very against shields, as they essentially make smaller ships useless.
Without shields, a fighter can ambush a battleship and wreck its engines before it gets destroyed. The battleship then has to use time and resources to make repairs.
With shields, a fighter can do 5% shield damage before it is destroyed. The battleship's shield then regenerates seconds later, and it's not impacted at all.
I'd much rather ship defenses were handled with CIWS, missiles, and APS systems.
TL/DR:
Without something significant to balance this, it is a bad idea.
Long version:
Shields are cool, they have a place in a lot of sci-fi settings, and as someone that prefers to fly relatively small ships because they take less time to repair, I can very much get behind having to do less repair work. Unfortunately, shields being a relatively arbitrary hitpoint buffer causes a lot more balance problems than it solves, and giving players the ability to arbitrarily affect the size or regeneration rate of that buffer just makes it worse.
Starting with the little guys, small and highly agile ships with skilled pilots are a nuisance to hit, and tend to cost almost nothing to replace once the pilot has their industry going properly. This was naturally countered in SE1 by their limited ammo/fuel-capacity severely hampering their endurance, and their armor being such that a few lucky scratches from the 10-rounds/second/gun point-and-spray weapons is enough to be crippling, and one solid hid from anything larger was often fatal. If you give the small-ship a shield (as I've seen done), you now have to land potentially several solid hits as the small and agile ship evades your fire so much that its shield-regen becomes a serious issue, and if you give the small-ship's opponent a shield, the small-ship won’t have the endurance to meaningfully affect its target. This obviously isn't impossible to fix, you could bump small-grid endurance up, and adjustments to weapons could be made to make hits against agile targets more reliable or shields could be too big for small ships, but you need to be really careful about that kind of stuff, you don't want to turn something meant to be as fast-paced as real-time combat in to a slog, and you don't want to invalidate anything smaller than a 1:1-scale ISD for lack of critical features/abilities.
As for intermediate ships… most people think smaller vehicles should be faster “because aerodynamics” and “because the slowest planes are faster than naval ships”, 0g vacuum-physics doesn’t work that way. There is a long and mildly complicated science-explanation as to why larger ships in space can be a lot faster than small ones, but the oversimplified version is a bigger ship can have more engine for its weight, and this fact does tend to carry over to space-building games that don’t go out of their way to avoid it. Normally this is partially (though never fully) counter-balanced by those larger ships being bigger targets that need proportionately more armor, but shield-systems never weigh even a quarter as much as armor. Without simulating things like g-force related structural strain people inevitably build ships that have enough acceleration to make the ship’s size ceases to matter nearly as much as a gunner’s reflexes, latency, and luck when trying to land any hits at all, much less enough to break a big shield. Of course, as I said you can go out of your way to prevent that, but if it isn’t done carefully then you end up just producing a relatively simple math problem that results in a lot of nearly identical “meta” ships and some very boring and repetitive (though energetic) combat.
And finally, we come to large ships and bases. Shields for these guys tend to come in 3 styles, A- invulnera-bubble, B- cap’d/diminishing returns, and C- power scales without limit. A is SE1’s safe-zone, its nice for stopping unwanted raids, but without admin-enforced rules it eventually gets abused by trolls/griefers and people who are less interested in actual combat and more in arbitrarily saying “I win”. B tends to just result in a math-problem and subsequently a bunch of cookie-cutter-meta builds that get boring to watch rather quickly. Finaly C, which seems reasonable but eventually boils down to a virtually tactic and talent-free game of “who’s got more resources to throw around”, because the bigger guy will always have more surface for guns, and more volume for shield-power-generation, and shields never allow precision while they’re still up. Again, you can theoretically solve these issues with enough work and care, but admins can’t watch 24/7 and most people wont even think to consider these issues when trying to host/admin until after they’ve become major issues. As such, any attempts to solve them should be coded in as the standard settings instead of something people have to remember to enable/disable or preemptively make admin-rules on.
So… I appreciate the idea, but until there are some seriously well considered balance-mechanics to a shield-system as standard-settings, I am against having shields.
TL/DR:
Without something significant to balance this, it is a bad idea.
Long version:
Shields are cool, they have a place in a lot of sci-fi settings, and as someone that prefers to fly relatively small ships because they take less time to repair, I can very much get behind having to do less repair work. Unfortunately, shields being a relatively arbitrary hitpoint buffer causes a lot more balance problems than it solves, and giving players the ability to arbitrarily affect the size or regeneration rate of that buffer just makes it worse.
Starting with the little guys, small and highly agile ships with skilled pilots are a nuisance to hit, and tend to cost almost nothing to replace once the pilot has their industry going properly. This was naturally countered in SE1 by their limited ammo/fuel-capacity severely hampering their endurance, and their armor being such that a few lucky scratches from the 10-rounds/second/gun point-and-spray weapons is enough to be crippling, and one solid hid from anything larger was often fatal. If you give the small-ship a shield (as I've seen done), you now have to land potentially several solid hits as the small and agile ship evades your fire so much that its shield-regen becomes a serious issue, and if you give the small-ship's opponent a shield, the small-ship won’t have the endurance to meaningfully affect its target. This obviously isn't impossible to fix, you could bump small-grid endurance up, and adjustments to weapons could be made to make hits against agile targets more reliable or shields could be too big for small ships, but you need to be really careful about that kind of stuff, you don't want to turn something meant to be as fast-paced as real-time combat in to a slog, and you don't want to invalidate anything smaller than a 1:1-scale ISD for lack of critical features/abilities.
As for intermediate ships… most people think smaller vehicles should be faster “because aerodynamics” and “because the slowest planes are faster than naval ships”, 0g vacuum-physics doesn’t work that way. There is a long and mildly complicated science-explanation as to why larger ships in space can be a lot faster than small ones, but the oversimplified version is a bigger ship can have more engine for its weight, and this fact does tend to carry over to space-building games that don’t go out of their way to avoid it. Normally this is partially (though never fully) counter-balanced by those larger ships being bigger targets that need proportionately more armor, but shield-systems never weigh even a quarter as much as armor. Without simulating things like g-force related structural strain people inevitably build ships that have enough acceleration to make the ship’s size ceases to matter nearly as much as a gunner’s reflexes, latency, and luck when trying to land any hits at all, much less enough to break a big shield. Of course, as I said you can go out of your way to prevent that, but if it isn’t done carefully then you end up just producing a relatively simple math problem that results in a lot of nearly identical “meta” ships and some very boring and repetitive (though energetic) combat.
And finally, we come to large ships and bases. Shields for these guys tend to come in 3 styles, A- invulnera-bubble, B- cap’d/diminishing returns, and C- power scales without limit. A is SE1’s safe-zone, its nice for stopping unwanted raids, but without admin-enforced rules it eventually gets abused by trolls/griefers and people who are less interested in actual combat and more in arbitrarily saying “I win”. B tends to just result in a math-problem and subsequently a bunch of cookie-cutter-meta builds that get boring to watch rather quickly. Finaly C, which seems reasonable but eventually boils down to a virtually tactic and talent-free game of “who’s got more resources to throw around”, because the bigger guy will always have more surface for guns, and more volume for shield-power-generation, and shields never allow precision while they’re still up. Again, you can theoretically solve these issues with enough work and care, but admins can’t watch 24/7 and most people wont even think to consider these issues when trying to host/admin until after they’ve become major issues. As such, any attempts to solve them should be coded in as the standard settings instead of something people have to remember to enable/disable or preemptively make admin-rules on.
So… I appreciate the idea, but until there are some seriously well considered balance-mechanics to a shield-system as standard-settings, I am against having shields.
This is a fantastic idea and definitely would love to see forcefields added to this game. In addition, it would be awesome to have a feature where a ship could land at a base and extend its shields around that base to add protection. I specially love the idea that the shield could be used in cargo bays and to close off damaged sections of a ship to keep atmosphere intact.
MAKE THIS HAPPEN!!!
This is a fantastic idea and definitely would love to see forcefields added to this game. In addition, it would be awesome to have a feature where a ship could land at a base and extend its shields around that base to add protection. I specially love the idea that the shield could be used in cargo bays and to close off damaged sections of a ship to keep atmosphere intact.
MAKE THIS HAPPEN!!!
i like this, but i would also add that the forcefields could only stop air from escaping and shields are still rather pathetic, nothing like the ultra-tanky bubble shields we can get in SE1 mods but something that just allows for a tad more durability or even just strengthens existing armor, think polarized hull plating from star trek enterprise
i like this, but i would also add that the forcefields could only stop air from escaping and shields are still rather pathetic, nothing like the ultra-tanky bubble shields we can get in SE1 mods but something that just allows for a tad more durability or even just strengthens existing armor, think polarized hull plating from star trek enterprise
I am so so so opposed to this. Space Engineers stands out among literally every spacecraft-oriented game I've played because its grounded in what feels real. Shields are just such a cheap add-in; they're uncreative, SO overdone, and just kind of make gameplay boring since you have this invulnerable thing that just absorbs all hits -- it basically drastically decreases the importance of skilled shipbuilding. Even if you introduce more interesting mechanics into the shield, I think it will SIGNIFICANTLY tarnish the atmosphere of the game. Energy weapons and shields are so unbelievably overdone and boring, and physically speaking, they make NO sense. All realism will be thrown out the window with shields. It doesn't matter how far in the future it is; shields just aren't something that ever feels like could exist in this universe (nothing that could stop a physical bullet anyway. Adding a footnote below)
Might as well rename the game to Space Wizards, because no feat like that can be engineered in any world like ours. It would genuinely have to be nothing like SE1 in atmosphere -- which isn't a bad thing in its own right, but I personally am opposed.
Footnote: An interesting paper by some college students (I think) presented the idea of using magnetic fields to suspend plasma in a shield that would stop lasers, but they would also block all forms of light. They also wouldn't be capable of blocking anything with noticeable mass, such as a large enough bullet -- unless the shield was thick enough, at which point there would be NO chance of seeing through it. At that point, why are you pumping egregious (and I mean egregious) amounts of energy into a fancy shield when you can just reinforce your ship to a much greater effect? Shields would only reasonably be useful against energy weapons, which is a whole different can of beans to address.
I am so so so opposed to this. Space Engineers stands out among literally every spacecraft-oriented game I've played because its grounded in what feels real. Shields are just such a cheap add-in; they're uncreative, SO overdone, and just kind of make gameplay boring since you have this invulnerable thing that just absorbs all hits -- it basically drastically decreases the importance of skilled shipbuilding. Even if you introduce more interesting mechanics into the shield, I think it will SIGNIFICANTLY tarnish the atmosphere of the game. Energy weapons and shields are so unbelievably overdone and boring, and physically speaking, they make NO sense. All realism will be thrown out the window with shields. It doesn't matter how far in the future it is; shields just aren't something that ever feels like could exist in this universe (nothing that could stop a physical bullet anyway. Adding a footnote below)
Might as well rename the game to Space Wizards, because no feat like that can be engineered in any world like ours. It would genuinely have to be nothing like SE1 in atmosphere -- which isn't a bad thing in its own right, but I personally am opposed.
Footnote: An interesting paper by some college students (I think) presented the idea of using magnetic fields to suspend plasma in a shield that would stop lasers, but they would also block all forms of light. They also wouldn't be capable of blocking anything with noticeable mass, such as a large enough bullet -- unless the shield was thick enough, at which point there would be NO chance of seeing through it. At that point, why are you pumping egregious (and I mean egregious) amounts of energy into a fancy shield when you can just reinforce your ship to a much greater effect? Shields would only reasonably be useful against energy weapons, which is a whole different can of beans to address.
The whole point of shields is to get away without damaged or destroyed blocks. Just have a shield block that takes damage from regular ship weapons, completely negating handheld weapons, but collapsing on impact from other grids. Give it a spin-up time and can't repair it until deactivated. Call it a nanomachine core or something, it doesn't actually need to be shields.
For actual shields I'd mostly like a bubble shield that blocks objects moving above a specified velocity. So it blocks meteors and weapons but can be attacked simply by slowing down and flying through it.
The whole point of shields is to get away without damaged or destroyed blocks. Just have a shield block that takes damage from regular ship weapons, completely negating handheld weapons, but collapsing on impact from other grids. Give it a spin-up time and can't repair it until deactivated. Call it a nanomachine core or something, it doesn't actually need to be shields.
For actual shields I'd mostly like a bubble shield that blocks objects moving above a specified velocity. So it blocks meteors and weapons but can be attacked simply by slowing down and flying through it.
This would be a great thing to have in Space. xD Up vote!
This would be a great thing to have in Space. xD Up vote!
By the way not liking shields is valid but can be simply fixed by having a toggle for it the server settings.
By the way not liking shields is valid but can be simply fixed by having a toggle for it the server settings.
Bumping thread because it has 191 votes. :)
Bumping thread because it has 191 votes. :)
There could be 'precise' shields using physical nodes to connect the shield, which should be good for hangars and such. It would allow use as doors, nonpermanent floors,walls, and ceilings, and would be more easily controlled and contained than a shield bubble. I imagine external shields would need a specific layer of blocks to run an energy through to nullify energy attacks, and magnetic attacks could be dampened. It would probably be weak against ramming. Just my 2 cents.
There could be 'precise' shields using physical nodes to connect the shield, which should be good for hangars and such. It would allow use as doors, nonpermanent floors,walls, and ceilings, and would be more easily controlled and contained than a shield bubble. I imagine external shields would need a specific layer of blocks to run an energy through to nullify energy attacks, and magnetic attacks could be dampened. It would probably be weak against ramming. Just my 2 cents.
The reason why this gets an upvote for me is because I've designed a ton of ships. I want to make a carrier for my smaller ships and the hangar bay doors are simply too small to seal. I then am relegated to merge blocks and pistons to take up the extra space. I'd love to be able to pressurize my hangar bay, but not at the cost of trapping all my builds inside or needing to build flat ships.
The reason why this gets an upvote for me is because I've designed a ton of ships. I want to make a carrier for my smaller ships and the hangar bay doors are simply too small to seal. I then am relegated to merge blocks and pistons to take up the extra space. I'd love to be able to pressurize my hangar bay, but not at the cost of trapping all my builds inside or needing to build flat ships.
Three points: Regarding Shields
Strong suggestion: !!! Shielded or Deflector Armor Plating !!! exotic material science instead of unoriginal bubble style shields.
Three points: Regarding Shields
Strong suggestion: !!! Shielded or Deflector Armor Plating !!! exotic material science instead of unoriginal bubble style shields.
Shields strike me as a lazy way to make up for poor ship design.
Unless there are proper counters/drawbacks then this shouldn't be implemented.
Shields strike me as a lazy way to make up for poor ship design.
Unless there are proper counters/drawbacks then this shouldn't be implemented.
Replies have been locked on this page!