Dev-Thread: New Shielding System in devlopment

    StormWing0

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    Are you trying to make the existing weapons work? If so, you shouldn't. They'll be far too powerful and consume far too much energy under the new system.
    Noticed that and it's the same with shields as well, That said the ship is an eye sore all by itself. Did manage to get it running though by making sure shields were the last thing to charge up top with everything else. :) Has the power drain from heck though.
     
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    If shields have been buffed, then I'm all for it ^_^
    Has anyone tested on how the Ion Passive works with them:?
    I'd also bee keen on seeing some varied shield chambers implimented, e.g Shield Gates or the such which applies a damage reduction on the shield depending on the damage of the shot (e.g high alpha is less effective)
     
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    Passives are going to be removed and replaced with Chambers.
    Thanks! That certiantly could be intersting. I hope some of the passives get a look over, e.g turning the move based ones into boosts. It would also be nice if push drives for drones/warheads would still work with the chamber system :/
     
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    In the current dev build (v0.200.219) a ship with 100.0% reactor usage via chamber will behave as if it's overloaded.

    Specifically, i noticed on a small ship i'm using to test stealth. The chambers give permanent stealth, stealth level 4, jamming, and cloaking. This was working a few days ago when i last used the ship, and dropping stealth level down to 3 (90% reactor usage) reactivates the chambers. Bumping back up to stealth level 4 pushes me back to 100.0% and overloads the reactor.

    I really should bookmark the bug tracker, since i'm probably not accomplishing anything but letting forumers know. The devs are probably already on it.
     
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    This shield system was not needed in anyway for me really I mean it really pisses me off if u for example build big ships u know which pain it is to allocate ur damn shielding properly so that all turrets are always shielded when barrels move etc totaly worthless old one was just fine tho
     
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    From what I've seen in the past, the only thing the devs like more than reinventing the wheel is throwing good money after bad. You can guarantee this is going into the game.
    Quoting myself because I called it. I miss having faith in the devs.
     
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    srsly just made some test I have to build like 3 shield banks with 400m radius which suxx because reg is power costy
     
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    This shield system was not needed in anyway for me really I mean it really pisses me off if u for example build big ships u know which pain it is to allocate ur damn shielding properly so that all turrets are always shielded when barrels move etc totaly worthless old one was just fine tho
    Agreed.

    I like the idea of more local shields but disabling shields on turrets and just using the bubble of the mothership ruins it.
    From the prerelease-information i understood that it is about performance and preventing layered shields.
    How it enhances the performance i do not quite see but might be, i´m not an expert on this.
    for layered shields, one could also just unse the outer borders of the whole structure as shield bubble, which would prevent turret barrels from exiting the bubble.
    Otherwise, if you really want to go into that amount of building restrictions and extra effort to layer your whole ship, go ahead and possibly get rewarded in a way.
     
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    If they made old shields cover docked stuff 100% instead of 75% and grouped ion/pierce/punch passives together into a single figure, the layered shield exploit would have been fixed without adding bubbles. Bubbles have to be hit tested with every shot your ship takes for every bubble that it has whereas inheriting effects (just like they already allow inherited thrust) can be done selectively at a much lower hit to performance.
    [doublepost=1513286724,1513285891][/doublepost]Also... why bubble shields dont fix docked armor exploit:
    upload_2017-12-14_15-24-59.png