Author Topic: Capship shielding?  (Read 5931 times)

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Offline Raptor

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This is spooky, I was only thinking about this topic last night...

Personally, I would prefer to see a shield mesh around a capship, so one could fly under it and deliver your payload direct to the hull;7...
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Offline Nico

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one should not be able to fly through a shield, to begin with.
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Offline Raptor

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Quote
Originally posted by Nico
one should not be able to fly through a shield, to begin with.


So? just punch a hole with your Kayers (I don't see capital ship shields being very strong in the FS world), and fly though the hole...
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
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Offline Nuke

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shield generators could be used on a per-section system. you would need multiple shield meshes. each one would be linked to a reactor subsystem which in turn could have a different recharge rate and shield strength for its linked shield section. you could also link that section to a frame in its shield icon. critical parts of the ship would get stronger shields, while unnecisary parts would get weaker shields.  you could use as many sections as nessisary to cover the capship. an example of a mission using this system is as follows:

you are attempting to disable a capship with shields, a friendly capship focuses its beams on the enemy ship's weakest shield section untill it drops. bombers fly in through the hole to take out the shield generator for a much tougher shield section covering the ships engine subsystem. once that section fails the enemy capship fires its beams at the enemy's engines. ship's disabled

another idea is to have capship shields tuned to prevent beams from piercing it but would allow fighter to fly through them. capships would only have one section. each reactor would recharge the shields and the more you take out, the slower they recharge, take all of them out and the shields stop recharging all together. fighters could fly in and blow stuff up, preventing the shields from regenerating, then allow the capships to do the rest.
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Offline Nico

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Quote
Originally posted by Raptor


So? just punch a hole with your Kayers (I don't see capital ship shields being very strong in the FS world), and fly though the hole...


I don't think you can "punch a hole" through a shield. to me it's like water and sun, you can't make a hole through the water pool, but his one weakens and eventually vanishes.

As for toughness of capship shielding in FS, the only canon one we know is the one of the lucifer, and it's so tough it grants its owner the  wonderful "invulnerable" tag...
To me, it maks more sense that a capship can have huge ass shield generators, and, so, tougher shields, actually.
« Last Edit: February 27, 2004, 04:53:22 am by 83 »
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Offline Tolwyn

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Quote
Originally posted by Nico
one should not be able to fly through a shield, to begin with.

I don't think you can "punch a hole" through a shield. to me it's like water and sun, you can't make a hole through the water pool, but his one weakens and eventually vanishes.

As for toughness of capship shielding in FS, the only canon one we know is the one of the lucifer, and it's so tough it grants its owner the wonderful "invulnerable" tag...
To me, it maks more sense that a capship can have huge ass shield generators, and, so, tougher shields, actually.

*Tolwyn nodded while reaching into his pocket and pulling out his pipe. Filling it up he sets it alight*

The bigger the ship the more energy generator systems it contains, and from the energy systems they get more power for phase shielding. The only thing that limits the size of the ship is the area that the jump engine generators can encompass. That argues against that fighter-sizes craft will ever be able to take out a battlewagon. They just do not carry enough punch, while a fifty thousand ton battleship can generate enough energy to power its shields and have enough left over so that its guns could kill a thousands fighters without getting even a scratch. Sure, a couple of hundreds of them hitting one single point might breach the shielding, but the heavy anti space craft guns will tear them to shreds.

The only way to break shield is to hammer it so damn hard that it soaks off all the energy from the generators. And hammering means big ships with damn big guns which means capital ships, not pop gun fighters.
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Offline Raptor

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Well, I was thinking that the larger volume a single shield generator has to cover, the weaker the shield is.  Increasing the number of shield generators, or ramming more power though the generator offsets this, but there would be limits to these effects.

Also, by having main stream capships (Ie NOT the Lucifer) having weak shields would not seriously unbalance the game.

I'd also only let the Shivans have shielding over their capships, with only the most advanced, experimental GTVA craft having weak shielding.

Of course, all this is really boils down to personal preferance, since just about everyone knows how to handle tbl files.

Oh, and ATM, shields do not block other craft.
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Offline Tolwyn

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in the reality they do... and in FS2 too, btw

Also, you can have torpedos having high shield hit rate. You will only be able to kill ships with those. I do not see any balane problems with that.
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Offline Bobboau

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I was thinking about giveing the hull based sheilding (ala the lucifer) and the normal buble sheilds, completly difrent systems
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Offline Raptor

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Quote
Originally posted by Tolwyn
in the reality they do... and in FS2 too, btw


What are you refering too?  Shields blocking craft?
...There ought to be something surreal about a Zoid offering romantic advice...and yet there is not. It seems perfectly normal that the Liger is giving Bit advice on relationships, and it shouldn't, but it does. Dangit man, you've confused me again.[/I]
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Offline Kazan

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tolwyn: "pop gun fighters" called bombers carry antimatter warheads :D
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Offline Tolwyn

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so you say ;)
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Offline TrashMan

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Ummmm...!?

I was talking from the begining about the hull based shielding. Now will any of the Code-Wizzards comment my idea?
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Offline übermetroid

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This could be worked in with the power issue.  Say a Cap ship has a limited amount of power, and when the beams are firing (and or powering up) the shields would loose power.

Kind of like on your fighter, if you want more shield power you can have it, if you want more beam power you can have it.
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Offline Woolie Wool

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Quote
Originally posted by Kazan
tolwyn: "pop gun fighters" called bombers carry antimatter warheads :D


Except that urinating on a shield will damage it more than bombing it. Bombs barely affect shields, at least compared to their hull damage. Get caught at the edge of a bomb shockwave and you'll be shocked out how well your shield holds up.
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Offline Kazan

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woolie: fs2 torpedoes are incredibly ineffective against shields because most of their damage is shockwave damage which barely affects shields


wc torpedoes are shield killing machines
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Offline Lynx

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Wc torpedoes aren't shield killers at all, they bypass shields. That's why it takes so long to lock onto the target with them, the targeting computer tries to calculate the pattern of the phase shielding so that they won't get stopped by them.
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Offline Tolwyn

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exactly... the counter however is to simply increase the frequency of polarity shift to trick the warhead into thinking it has penetrated the shield, so that it blows before it is all the way through.
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Offline Tolwyn

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to my shame I have to admit that I did not run the decal exe, 'cause it was kinda buggy. What does it do exactly?
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Offline Nico

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Quote
Originally posted by Tolwyn
exactly... the counter however is to simply increase the frequency of polarity shift to trick the warhead into thinking it has penetrated the shield, so that it blows before it is all the way through.


oh, copy/paste :p

The decal thing sticks damage decals where a ship is shot, like decals in a FPS when you shoot at a wall.
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