Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: TrashMan on March 09, 2009, 12:13:23 pm
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What the title set.
Basicely the abilltiy to have multiple types of shields (another entry in the ships.tbl file..something like $ShieldType: )
A shield type would define how effective are various weapons against it. Do they pierce the shield or not (probably in a shield.tbl file ...similar to armor .tbl)
They way it is now beams either pierce ALL shields or they don't pierce any shield. There aren't multiple types of shield...Just A shield.
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So basically something like Armor.tbl, but for shields?
I think it'd be more important (but not necessarily the only thing to do) to have shields that actually work differently, rather than just changing them statistically.
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Could be useful... at least in the case of my shield problems mentioned earlier.
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So basically something like Armor.tbl, but for shields?
I think it'd be more important (but not necessarily the only thing to do) to have shields that actually work differently, rather than just changing them statistically.
Isn't that reflected trough stats?
A shield that blocks lasers but lets mass drivers trough works differently then the one that does the opposite, doesn't it?
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shields that actually work differently, rather than just changing them statistically
Isn't that reflected trough stats?
A shield that blocks lasers but lets mass drivers trough works differently then the one that does the opposite, doesn't it?
Having them work differently, rather than changing them statistically, is not "reflected through stats".
Anyway, I'm talking about using a system for shields completely different from what FS2 uses... possibly something more suitable for capship shields in mods that use them.
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Don't we have "singular" shield too IIRC? (shield that aren't divided into quadrants, just one bubble)
speaking of "different working" shield - how would they work? Some examples might be good.
One I can think off the top of my head would be turreted shield projectors - sorta like the Pinpoint Defense Barrier from Macross, only it's a turret projecting a small disk that blocks shots
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Wanderer has n-segment shield code in his branch I believe, or at least 1 and 2 segment I think.
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this would be kinda cool. i want to do a set of sniper weapons that can penetrate shields if they're below a certain percentage. if it works the same as armor table i could probibly pull it off or something close to what i had in mind.
of course the thought of generating yet another armor.tbl sorta sucks, because it was a ***** to create the cuttent nukemod armor.tbl. 12 kinds of damage, 12 kinds of armor, 4 different computation types. all kinds of sweet spots and hard combos. im thinking it would be awesome to have an optional recon mission where you have scan a ships amor ot shields to see what kinda weapons you need to pack for the next mission. of course that means adding armor (and hopefully shield) type to the sensor panel (or course you can probibly fred that into the debriefing).
also is there a way we can have some probability in the armor table. like i can say a shot has a 1 in 10 chance of going through the shield/armor.
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Throwing some ideas out:
Shields that can receive damage in percentage rather than a straight value
Multi layered shields.
Robotech/Macross was mentioned... but you've got some similarities in the dovin basals in SW NJO.
Shields that reflect weapons or invert their path
Shields that cause damage (think bumper cars I guess) to a contacting craft
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Additional thoughts:
Shields that have a specific effect, such as a nice flash of light.
A "collapse" animation or something.
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Multi layered shields.
;7
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I was thinking of shields which trigger hits at varying (probably random (but precomputed on a per-combination (of weapon and ship) ) ) distances, and/or displayed the hit effect at that distance. (I can visualize it...)
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having a control on how the shields looks like too would be kinda cool ;)