I'm imagining a controller/enhancer style system that actually builds simple virtual structures out of force-field blocks.
This adds considerable strategic challenge to both attacker and defender.
The attacker must contend with a layered and regeneratable shield defense system. But he has the ability to focus attacks on a single field, and small craft might even be able to maneuver INSIDE the VFF fields of a much larger vessel. For the defender, he must balance VFF coverage against power draw. A fighter may use VFFs to project only foreward and aft, then use his maneuverability never to present a flank to the enemy. A dreadnaught might choose to use VFFs to cover key systems, using standard shields and armor. A station that doesn't need power to move might opt for a massive or even layered VFF system. Due to power constraints a defender might have to make the difficult choice between re-initializing a ragged VFF field or channeling that power into a desperate jump for safety. In a battle between two capitol ships, a defender might be able to roll or rotate a damaged VFF out of the line of fire long enough to re-initialize it. For really creative shipwrights I can even imagine small VFF projection units riding on logic-driven rails to strategically deploy cover as a point-defense system. Or mounted as small directional defenses on turrets.
I guess the point is that I see potential in this idea to make the game strategically richer... as long as the game can stand up to what I recognize as a potentially engine brutalizing game dynamic.
Thoughts?
[DOUBLEPOST=1430202689,1430200276][/DOUBLEPOST]Here's an example of the idea, in case you were having trouble visualizing it. That's 7 individual field emitters. a hemispherical field in front, 4 partial cylinders protecting the body of the ship, 1 each protecting the anterior of the nacelles.
- The controllers would be toggled from logic or the flight menu.
- The controllers can be set to project a plane, partial cylinder or partial sphere.
- The dimensions of the shape projected would be some multiple of the dimensions of the enhancer block group.
- The continual energy draw while engaged would be (some multiple of the number of enhancer blocks) + (some multiple of the number of virtual force-field blocks being projected)
- Virtual force field (VFF) blocks are only generated where no other block exists.
- VFF blocks are generated as the projector is activated. (the initial power draw should be a substantial multiple of the continual power draw)
- The VFF system draws no power while deactivated.
- VFF blocks are massless, but have hit points.
- VFF blocks are projected in a single layer 1 block thick (plane, partial-cylinder, or half-sphere)
- VFF blocks are all removed if their projector is deactivated or destroyed (or runs out of energy).
- VFF blocks are NOT regenerated or healed until the next time the emitter is activated. (or maybe they regenerate slowly)
- There should be an uncomfortable cooldown period between switching off a VFF emitter and reactivating the same emitter. (maybe based on the size of the VFF array)
- VFF blocks act like hull blocks in that they block incoming and outgoing fire, except for main-guns mounted on the same structure as the VFF emitter.
This adds considerable strategic challenge to both attacker and defender.
The attacker must contend with a layered and regeneratable shield defense system. But he has the ability to focus attacks on a single field, and small craft might even be able to maneuver INSIDE the VFF fields of a much larger vessel. For the defender, he must balance VFF coverage against power draw. A fighter may use VFFs to project only foreward and aft, then use his maneuverability never to present a flank to the enemy. A dreadnaught might choose to use VFFs to cover key systems, using standard shields and armor. A station that doesn't need power to move might opt for a massive or even layered VFF system. Due to power constraints a defender might have to make the difficult choice between re-initializing a ragged VFF field or channeling that power into a desperate jump for safety. In a battle between two capitol ships, a defender might be able to roll or rotate a damaged VFF out of the line of fire long enough to re-initialize it. For really creative shipwrights I can even imagine small VFF projection units riding on logic-driven rails to strategically deploy cover as a point-defense system. Or mounted as small directional defenses on turrets.
I guess the point is that I see potential in this idea to make the game strategically richer... as long as the game can stand up to what I recognize as a potentially engine brutalizing game dynamic.
Thoughts?
[DOUBLEPOST=1430202689,1430200276][/DOUBLEPOST]Here's an example of the idea, in case you were having trouble visualizing it. That's 7 individual field emitters. a hemispherical field in front, 4 partial cylinders protecting the body of the ship, 1 each protecting the anterior of the nacelles.