Author Topic: New shield damage suggestion  (Read 1765 times)

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Offline Lynx

  • 211
New shield damage suggestion
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.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Fury

  • The Curmudgeon
  • 213
New shield damage suggestion
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.

 
New shield damage suggestion
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

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
New shield damage suggestion
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.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline Trivial Psychic

  • 212
  • Snoop Junkie
New shield damage suggestion
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!
The Trivial Psychic Strikes Again!

 

Offline Flaser

  • 210
  • man/fish warsie
New shield damage suggestion
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.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Nuke

  • Ka-Boom!
  • 212
  • Mutants Worship Me
New shield damage suggestion
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.
I can no longer sit back and allow communist infiltration, communist indoctrination, communist subversion, and the international communist conspiracy to sap and impurify all of our precious bodily fluids.

Nuke's Scripting SVN

 

Offline KARMA

  • Darth Hutt
  • 211
    • http://members.fortunecity.com/aranbanjo
New shield damage suggestion
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

 

Offline Flaser

  • 210
  • man/fish warsie
New shield damage suggestion
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.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

 

Offline Kosh

  • A year behind what's funny
  • 210
New shield damage suggestion
Would this effect vanilla FS2 stuff?
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Offline Flaser

  • 210
  • man/fish warsie
New shield damage suggestion
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.
"I was going to become a speed dealer. If one stupid fairytale turns out to be total nonsense, what does the young man do? If you answered, “Wake up and face reality,” you don’t remember what it was like being a young man. You just go to the next entry in the catalogue of lies you can use to destroy your life." - John Dolan

  

Offline Trivial Psychic

  • 212
  • Snoop Junkie
New shield damage suggestion
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!
The Trivial Psychic Strikes Again!