Shield mitigation
Post ideas and suggestions on new features or improvements here.
posted on February 6th, 2009, 10:18 am
Some new games like "Sins of a solar empire" introduced shild mitigation. A briliant ideea who descurages concentrated fire. This would solve some borg problems as they are the most affected by this. Is it posible to implement this in FO ?
Shield Mitigation - Sins of a Solar Empire - a Wikia wiki
Shield Mitigation - Sins of a Solar Empire - a Wikia wiki
posted on February 6th, 2009, 10:26 am
just thought about that yesterday. it should be possible to implement i guess but i haven't discussed it yet with optec. what do you think? would that be a good feature for all races or just for the borg. of course something like "hull mitigation" would apply for the borg too.
but is it justified? you need a lot a lot of vessels to crack a cube anyway..
but is it justified? you need a lot a lot of vessels to crack a cube anyway..

posted on February 6th, 2009, 10:48 am
Last edited by Optec on February 6th, 2009, 10:51 am, edited 1 time in total.
i see a major problem there that armada vessels will always try to target the same vessel until told to do something else. that would lead to much micromanagement to get the best damage per second out of your fleet - something that does not match Fleet Operations gamestyle in my opinion
But it would make a nice passive ability for a vessel or two. I'm more in for an "armor rating" for vessel hulls
But it would make a nice passive ability for a vessel or two. I'm more in for an "armor rating" for vessel hulls
posted on February 6th, 2009, 11:12 am
Umm, I might have missed someting in that description, but how is this effect explained?
What i mean is, why should the damage of the second shot fired on a target suddenly be reduced more than the first one was? (I'm referring to the example in the link)
Is the concept behind it that part of the weapons energy is absorbed by the shield and increases it?
Anyway, I really like the idea.
What i mean is, why should the damage of the second shot fired on a target suddenly be reduced more than the first one was? (I'm referring to the example in the link)
Is the concept behind it that part of the weapons energy is absorbed by the shield and increases it?
Anyway, I really like the idea.
posted on February 6th, 2009, 11:54 am
Optec wrote:i see a major problem there that armada vessels will always try to target the same vessel
Yeah, but the fights will last longer

posted on February 6th, 2009, 11:59 am
Sounds unrealistic, even by Star Trek standards (except for the Borg).
posted on February 6th, 2009, 6:48 pm
I kind of like the idea...I don't have a CLUE how it would affect balancing, but one thing that I was thinking about is, using actual (Or at least partially imagined) physics would explain it. I guess I could say that a shield just disperses and displaces energy, right? I guess if you could somehow rig it so that the shield dispersed the energy into some sort of energy collector...you could use the energy to power up your shields. But I don't know how that would make you more resiliant to the attacks. If you're just channeling more energy into the shields, wouldn't you be just be recharging them faster? How would that actually make the ship more resiliant to damage verses just dumping some more energy into the shield grid? Got any ideas?
posted on February 6th, 2009, 6:56 pm
I think it is simulating the shield adapting to the weapons fired at it. Definitely a highly advanced shield tech for Star Trek. I think it is perfect for borg and cool for a few special ships. Giving ships an armor rating would be awesome.
Actium

posted on February 6th, 2009, 7:00 pm
how about the different shield types ?
actually i dont exactly remember there names ...
actually i dont exactly remember there names ...

posted on February 6th, 2009, 7:03 pm
I wish the Corbomite Reflector was a canon Shield type.
posted on February 6th, 2009, 7:23 pm
I only remember a few of the sheld types.
Navigational
Federation standard
Klingon standard
Romulan Standard
Those standards all result in effectively identical performance, so their tech base isn't really important.
Adaptive - Personal
Adaptive - Light
Adaptive
Adaptive - Heavy
Metaphasic
Transphasic
Metreon Shielding
Tachyon
From what I can tell, the only ones that matter for gameplay at all would be Standard, Adaptive, Metaphasic, and Transphasic.
Navigational
Federation standard
Klingon standard
Romulan Standard
Those standards all result in effectively identical performance, so their tech base isn't really important.
Adaptive - Personal
Adaptive - Light
Adaptive
Adaptive - Heavy
Metaphasic
Transphasic
Metreon Shielding
Tachyon
From what I can tell, the only ones that matter for gameplay at all would be Standard, Adaptive, Metaphasic, and Transphasic.
Actium

posted on February 6th, 2009, 9:26 pm
thanks for that post, those shield types really didnt want to be remembered 
also i think i remember something about plasmashields

also i think i remember something about plasmashields
posted on February 7th, 2009, 2:39 am
Why do they allays target the same ship its not realistic. I have bean resined to thats just the way it is but is thare a way to have ships attract the closed ship not the universally targeted ship?
Optec wrote:i see a major problem there that armada vessels will always try to target the same vessel until told to do something else. that would lead to much micromanagement to get the best damage per second out of your fleet - something that does not match Fleet Operations gamestyle in my opinion
But it would make a nice passive ability for a vessel or two. I'm more in for an "armor rating" for vessel hulls
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