Ok, we're all sick of this topic, and so far, I don't think anyone has come up with the best solution. Bubble shields are basically out because of performance issues. While this may change in the future with more optimization, it's not what people even want anymore anyway.
Premise:
We want to make it possible for a highly skilled strike team of fighters to disable, or damage a mega-ship. This would fit into our big v small rolls better by allowing this to happen under the proper circumstances, without:
A, making large ships overly vulnerable to other large ships, and
B making it possible for a tiny ship to take out a giant ship by itself.
Goals and Benefits
Primarily, this idea would make it possible for
1. boarding actions to take place,
2.for small ships to do strategic damage to specific parts of a larger ship, making it less effective.
3.It would also enable a highly skilled squadron of small fighters able to take down a large ship during a long hard engagement, rather than the larger ship being simply rendered invulnerable to all attacks.
4. make skill more important to the large ships pilot as well, since the pilot will now have to make more corrections because of the limitation of the shield system against smaller ships, and also,
5. make the smaller attacking ships more vulnerable to other defending fighters, causing more interesting game play.
Breakdown
The premise of this idea is based on location of shield capacitors, and scaling spread of damage to shields based on the incoming damage.
First, the shield capacitor layout functionality would remain more or less the same as they are now, requiring little to no refitting.
now lets assume a shield capacitor mass ratio of 10%, for a total of 1100 shields. Now lets assume that the ship has a mass of 100, for a total 1000 blocks. Now lets add a secondary "combat shield recharge" that is 10 seconds, instead of 60, and limit this combat recharge to only the area that's currently being shot at, after 10 seconds, the damage incurred in this area will add to the rest of the ship.
The area that is being shot at will be an area figured by this formula:
dps done(by single computer) *11(calculated from single block damage*2/ capacitance) = shield pool on area
D*11 = St
shield pool on area/total shield pool * total blocks = block area effected.
Sa/St*Bt = Ba
D=damage done, St = shield total, Sa = shield area, Bt = Blocks total, Ba = Blocks area
So, if you were to do 5 damage per hit, on the above ship it would look like this.
5*11 = 55
55/1100*1000 = 50
so basically, what would happen is each block in the ship would get it's own portion of the total shields or 1/xth of the shields where X is the total number of blocks in the ship.
A hit of 5 would spread the shield damage to the 50 closest blocks, basically an explosion radius that continues until 50 blocks have been shield damaged. This hit would mark these 50 blocks "hit" for 10 seconds, during which time they will receive no recharge from other blocks, nor the standard rechargers.
After 10 seconds of a block not being hit, or if a different area is hit, whichever comes first, the shields will begin to recharge, drawing shields from the other blocks in the ship first. The regular recharge rate would effect all non "hit" blocks.
Layman's Terms
Without all the math, whats happening here is that it's causing a shield to have weak spots depending on how much damage is received per second.
If you can focus on a specific area for 11 seconds, as long as you're precise, you should be able to break through the shields in that small area and begin damaging the main ship.
If you're not accurate, you'll wind up spreading your damage all over the place causing less effectiveness.
If a fighter squadron is uncoordinated, you'll wind up with shields basically the same as they are now.
if you go up against a ship that is much higher damage, it will spread the damage over a larger area of shields causing the 11 seconds to hold up regardless of the damage, unless your total shield pool is less than 11 times his total DPS.
This system rewards accuracy, it also doesn't leave the larger ships as vulnerable as some other systems do, to smaller ships.
Larger ships will have to do things like Roll more to keep specific zones from being targeted, adding more to large ship skill.
It may even discourage larger ships since a small ship that can out maneuver it can theoretically take it on. It may cause the pilot of said large ship to actually get into a fighter to clean his hull of small ships.
If you can punch a small hole into a large ship, you can board it. It also has interesting implications for personal weapons that might be able to finally kill doors and other systems once boarded.
You may be able to add manual shield boosters that would require you to actively strengthen specific areas of shields that they might target. (not sure how to do this one yet)
[DOUBLEPOST=1427758153,1427756745][/DOUBLEPOST]This system rewards accuracy, without punishing higher damage weapons.
Premise:
We want to make it possible for a highly skilled strike team of fighters to disable, or damage a mega-ship. This would fit into our big v small rolls better by allowing this to happen under the proper circumstances, without:
A, making large ships overly vulnerable to other large ships, and
B making it possible for a tiny ship to take out a giant ship by itself.
Goals and Benefits
Primarily, this idea would make it possible for
1. boarding actions to take place,
2.for small ships to do strategic damage to specific parts of a larger ship, making it less effective.
3.It would also enable a highly skilled squadron of small fighters able to take down a large ship during a long hard engagement, rather than the larger ship being simply rendered invulnerable to all attacks.
4. make skill more important to the large ships pilot as well, since the pilot will now have to make more corrections because of the limitation of the shield system against smaller ships, and also,
5. make the smaller attacking ships more vulnerable to other defending fighters, causing more interesting game play.
Breakdown
The premise of this idea is based on location of shield capacitors, and scaling spread of damage to shields based on the incoming damage.
First, the shield capacitor layout functionality would remain more or less the same as they are now, requiring little to no refitting.
now lets assume a shield capacitor mass ratio of 10%, for a total of 1100 shields. Now lets assume that the ship has a mass of 100, for a total 1000 blocks. Now lets add a secondary "combat shield recharge" that is 10 seconds, instead of 60, and limit this combat recharge to only the area that's currently being shot at, after 10 seconds, the damage incurred in this area will add to the rest of the ship.
The area that is being shot at will be an area figured by this formula:
dps done(by single computer) *11(calculated from single block damage*2/ capacitance) = shield pool on area
D*11 = St
shield pool on area/total shield pool * total blocks = block area effected.
Sa/St*Bt = Ba
D=damage done, St = shield total, Sa = shield area, Bt = Blocks total, Ba = Blocks area
So, if you were to do 5 damage per hit, on the above ship it would look like this.
5*11 = 55
55/1100*1000 = 50
so basically, what would happen is each block in the ship would get it's own portion of the total shields or 1/xth of the shields where X is the total number of blocks in the ship.
A hit of 5 would spread the shield damage to the 50 closest blocks, basically an explosion radius that continues until 50 blocks have been shield damaged. This hit would mark these 50 blocks "hit" for 10 seconds, during which time they will receive no recharge from other blocks, nor the standard rechargers.
After 10 seconds of a block not being hit, or if a different area is hit, whichever comes first, the shields will begin to recharge, drawing shields from the other blocks in the ship first. The regular recharge rate would effect all non "hit" blocks.
Layman's Terms
Without all the math, whats happening here is that it's causing a shield to have weak spots depending on how much damage is received per second.
If you can focus on a specific area for 11 seconds, as long as you're precise, you should be able to break through the shields in that small area and begin damaging the main ship.
If you're not accurate, you'll wind up spreading your damage all over the place causing less effectiveness.
If a fighter squadron is uncoordinated, you'll wind up with shields basically the same as they are now.
if you go up against a ship that is much higher damage, it will spread the damage over a larger area of shields causing the 11 seconds to hold up regardless of the damage, unless your total shield pool is less than 11 times his total DPS.
This system rewards accuracy, it also doesn't leave the larger ships as vulnerable as some other systems do, to smaller ships.
Larger ships will have to do things like Roll more to keep specific zones from being targeted, adding more to large ship skill.
It may even discourage larger ships since a small ship that can out maneuver it can theoretically take it on. It may cause the pilot of said large ship to actually get into a fighter to clean his hull of small ships.
If you can punch a small hole into a large ship, you can board it. It also has interesting implications for personal weapons that might be able to finally kill doors and other systems once boarded.
You may be able to add manual shield boosters that would require you to actively strengthen specific areas of shields that they might target. (not sure how to do this one yet)
[DOUBLEPOST=1427758153,1427756745][/DOUBLEPOST]This system rewards accuracy, without punishing higher damage weapons.