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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Lynx on August 28, 2004, 09:07:47 am

Title: New shield damage suggestion
Post by: Lynx on August 28, 2004, 09:07:47 am
Right now, all non FS universe mods use either the standard FS shield system or no shields (TBP).

what I'm asking for is a new entry in the weapons tbl that determines how much of the weapons damage goes through the ships shields.

$damage with shields(I don't know a better entry name):0.5 ----> This means that the shields reduce the damage that reaches the ships hull by this specific weapon to 50% with shields on. Of course, the weapon would do normal shield damage too, and once the shields are down, the full destructive power of the weapon would be unleashed onto the ships hull.
Title: New shield damage suggestion
Post by: Fury on August 28, 2004, 09:10:58 am
Actually TBP does use shields but without shield mesh and the shields are extremely weak. This is due to shockwaves tearing ships apart without any kind of shields.
Title: New shield damage suggestion
Post by: Gregster2k on August 28, 2004, 09:21:32 am
This is actually a really good concept, I would like to see it so that one can tweak (in ships.tbl) a specific shield to get "less efficient" as it gets damaged...in other words, once the shield drops to 50% power, further shots do a certain ratio of damage to not only the shields but the hull as well...if implemented and released as a mod like that for FS2 main campaign you've just multiplied the difficulty factor =D
Title: New shield damage suggestion
Post by: Nuke on August 28, 2004, 04:23:47 pm
i kinda like this idea. id use it on my pirate fighters. that way shields could dampen the impact  of weapons but not eliminate it.
Title: New shield damage suggestion
Post by: Trivial Psychic on August 28, 2004, 08:38:08 pm
I'd also like to see a "Pierce Factor" line added to the dammage section of a weapon.  For example, right now we've got overall dammage, shield dammage, hull dammage, and subsystem dammage.  Some weapons also have piercing qualities, like beams by default, and any conventional weapon that has the "Pierce Shields" flag.  The "Pierce Factor" entry line, if not present, would have a "0" for primaries and secondaries by default, and "1" for beams by default, but adding this line allows things to be changed.

All shields then would have a "Pierce Resistance Factor", which would be at "0" by default.  However, if the possibility exists that moders might want to allow a fighter to be fitted with a more powerful or effecient shield generator later in a campaign, then the a fighter's table entry would have no shields listed, but a space for tertiary devices, which are currently in the conceptual stage.  Tertiary devices can include anything from additional power cells, bolt-on booster engines, fighterbeams, turrets, cloaks, and in this proposal, shields.  Incorporating shields as a tertiary, would give the ability to upgrade shields throughout a campaign, and allow one to pick and chose from different models, depending on the type of mission being flown.  A shield entry in the tertiary table file, would include a line for "Pierce Reistance Factor".  Now, if a weapon has a pierce factor of 5, and a shielded ship its firing at, has shields with a pierce resistance factor of 5, then the shield will absorb the energy of the weapon.  If the resistance factor is less than 5, then the weapon will pierce the shields of that ship and inflict its dammage to the hull.

I know, its kinda complicated, and I did kinda hijack this thread a little, which was more than I intended, but this system would open up a lot of possibilities for campaign designers.

Later!
Title: New shield damage suggestion
Post by: Flaser on August 28, 2004, 08:48:39 pm
If we're going that far my own nitpick damage treshold/resistance system could be implemented for the armor too.

Actually shields could have damage treshold too.
Title: New shield damage suggestion
Post by: Nuke on August 28, 2004, 09:09:23 pm
im thinking whitestar here, which has a vorlon based system that disrupts the energy effects of a weapon leaving only the physical impact. it could be used in tbp.
Title: New shield damage suggestion
Post by: KARMA on August 29, 2004, 08:56:49 am
question: what about the shield effects using the decal system?
I'm not placing shields on my caps since I knew this modification was in arrival, but I haven't heard about this anymore
Title: New shield damage suggestion
Post by: Flaser on August 29, 2004, 11:03:04 am
Actually Star Wars ships have some kind of layered shield too since in one of the books Solo sneaks behind the shields of a Star Destroyer.

By pretending to run away, he makes them put a tracktor beam on him, than blow the thing with a missile. (The beam catches the missile which in turn blows up the beam facility). By the time he's inside a shield so he can tell the Imperial Commander to kiss his Vuki before he blows the bridge up.
Title: New shield damage suggestion
Post by: Kosh on August 29, 2004, 04:50:18 pm
Would this effect vanilla FS2 stuff?
Title: New shield damage suggestion
Post by: Flaser on August 29, 2004, 06:59:05 pm
Of course not.

Generally all SCP features are done in a manner that leaves the original unchanged if you desire so.

BTW pure vanilla is always unchanged since its not SCP.
Title: New shield damage suggestion
Post by: Trivial Psychic on August 29, 2004, 08:25:21 pm
Quote
Originally posted by Flaser
Of course not.

Generally all SCP features are done in a manner that leaves the original unchanged if you desire so.

BTW pure vanilla is always unchanged since its not SCP.

That's why I explained that things would work a certain way by default, if none of the critical information is present.

While I'm posting, I thought I'd post an addendum to my explanation.  I realized that beyond restricting which ships can mount which shield tertiaries in their table entry, (like how a Seth can't use the Maxim because its not included in the "allowed pbanks" part of the table), there needs to be something to mix it up a bit, so there should be a way to gauge the shield recharge rate of a shield tertiary, by basing it off the power output figure in a ship's table file.  For example, with the same shield unit, a HercII would take more severe shield dammage and take longer to recharge it, than an Ares with the same unit (assume that the conditions under which the dammage were sustained are identical), because the Ares has a higher power output figure.  Of course, this would ONLY affect things if there is no shield hitcount listed in said ship's table entry.  If a shield hitcount is present, it will default to the current system.

Later!