Shield Damage Potection

Post ideas and suggestions on new features or improvements here.
posted on April 18th, 2012, 1:06 am
Last edited by glenflet on April 18th, 2012, 1:21 am, edited 1 time in total.
In shows, we often see shield protection, drop off before the shields actually fail, I though of a way this could be implemented in fleetops.

using the shield damage protection value, and relative shield strength

so true protection = min(1,(shield damage protection)x(relative shield strength)[sup]2[/sup])

this way the closer the shield gets to 0, the faster it fails.

possibly also add a min protection value, for a lower limit,

so true protection = min(1,(shield damage protection)x(relative shield strength)[sup]2[/sup]+(min shield damage protection))

then the value for shield damage protection and min shield damage protection, should be different for different races

i.e.

[glow=blue,2,300]Federation[/glow]
Have very good shields
min shield damage protection = 0.3, 30%, when shields at 0%
shield damage protection = 11.2, shield begins to fail at 25%
Shield Strength = Shield Protection
25.0% = 100.00%
20.0% = 74.80%
15.0% = 55.20%
10.0% = 41.20%
5.0% = 32.80%
0.0% = 30.00%

[glow=blue,2,300]Kilgons[/glow]
Rely on their armor rather than shields
min shield damage protection = 0.1, 10%, when shields at 0%
shield damage protection = 2.5, shield begins to fail at 60%
Shield Strength = Shield Protection
60.0% = 100.00%
55.0% = 85.63%
50.0% = 72.50%
45.0% = 60.63%
40.0% = 50.00%
35.0% = 40.63%
30.0% = 32.50%
25.0% = 25.62%
20.0% = 20.00%
15.0% = 15.63%
10.0% = 12.50%
5.0% = 10.63%
0.0% = 10.00%

[glow=blue,2,300]Roumlams[/glow]
OK shields but like to use cloak instead
min shield damage protection = 0.25, 25%, when shields at 0%
shield damage protection = 3.7, shield begins to fail at ~45%
Shield Strength = Shield Protection
50.0% = 100.00%
45.0% = 99.93%
40.0% = 84.20%
35.0% = 70.32%
30.0% = 58.30%
25.0% = 48.13%
20.0% = 39.80%
15.0% = 33.32%
10.0% = 28.70%
5.0% = 25.92%
0.0% = 25.00%

[glow=blue,2,300]Domain[/glow]
Good shield, but not as good as federation
min shield damage protection = 0.3, 30%, when shields at 0%
shield damage protection = 4.375, shield begins to fail at 40%
Shield Strength = Shield Protection
40.0% = 100.00%
35.0% = 83.59%
30.0% = 69.38%
25.0% = 57.34%
20.0% = 47.50%
15.0% = 39.84%
10.0% = 34.38%
5.0% = 31.09%
0.0% = 30.00%


Another possible use of this system:
Also allow transport through shield with protection below 40% i.e. fed Shield < 10%, kiligon shields < 35%, rom shields < 20%, dom shields < 15%.

And get rid of the shield delay

possibly variable transporter shield pentration, so dom may be 60%, borg 50%, every one else 40%

Also the shielddown effect should be used once shield protection drops below a given limit. Say 50%.
posted on April 18th, 2012, 9:13 am
Not sure if it is possible with the current game engine and if it is this will mean a complete overhaul of the shield system.

Having said that, i like the idea behind it and i would not mind seeing something similar implemented.
posted on April 18th, 2012, 11:02 am
This can be splittet into tech, weapon abilities, ranks etc.

The idea is nice, but the whole "theory-system" behind it can be a behemoth of work. Should this be true for pulse weapons and less for beam weapons, what about torpedoes, they hit the bubble and explode or they pass though and rip a part of your hull away.

It must also be balanced with the hull/shield relation. What if your hull is at 0% while you still have shields? That would be very unlogical. I think, the max amount of damage passing through should be something around 10 to 15% - only for lucky shots on subsystems.
ketchup_chips
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posted on April 19th, 2012, 3:53 am
I somewhat agree with Sheva - I could see every shot having a chance to damage subsystems once shields are low.
posted on May 10th, 2012, 5:31 am
Sheva wrote:The idea is nice, but the whole "theory-system" behind it can be a behemoth of work. Should this be true for pulse weapons and less for beam weapons, what about torpedoes, they hit the bubble and explode or they pass though and rip a part of your hull away.

For the different weapons, could add a shield penetration value which would act as a modifier
i.e.

true protection = min(1,((shield damage protection)x(relative shield strength)2+(min shield damage protection))xShield penetration)

The shield should still take full damage.

Say
Pulse weapons have 0.8
Phasers have 1.0 (Default)
Torpedoes have 0.6

Sheva wrote:It must also be balanced with the hull/shield relation. What if your hull is at 0% while you still have shields? That would be very unlogical. I think, the max amount of damage passing through should be something around 10 to 15% - only for lucky shots on subsystems.


Part of the concept is that the shields shouldn't completely fail unless the shield system is disabled, The Shield Generator has some kind of energy buffer, which is constantly recharging, if the shield were to fail while under attack the shield may not be able to be restored due to the weapons fire directed at the ship, prevents recovery.

What you would expect is that the hull:shield ratio, is large enough that with hull at 100%, given a continuous attack the hull wouldn't reach 0% before the shield reached 0%.

I remember seeing in a few shows that weapons where able to punch through shields as if they weren't there when the shields were close to failure, this is where I got the idea for this system.

It dose still set a max damage penetration, using the min protection value.

I suggest this could be 0.3 for the federation, however it could still be higher, a value of 0.85 would limit shield penetration to 15%.
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