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- Jun 23, 2013
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Hi, I have been thinking about how one could solve the balance issues with Weapons, Armor and Shields.
What's better? Fighters? Small Ships? Big Ships?
I believe that if I'm in a (well designed) capital ship, a fighter a tenth the size should not be able to defeat it. Also my alterations are balanced by the fact that bombers destroy battleships not fighters, this is due to (most) shielding being permeable to unshielded blocks, leaving fighters to defend against other fighters, gunships and bombers.
Also based on research future space combat wont likely be performed by fighters, one source here.
Important info
dr = Damage Reduction
hp = Hit Points
Weight = This affects ship turning speed, acceleration and deceleration
Bandwidth = Amount of shield recharge units that a generator can produce per second
Changes in weapons
Weapon damage is now split into Kinetic and Thermal damage. The amount of each type is determined by the primary weapon type: Cannons- Kinetic, Missiles- Kinetic,
Beams- Thermal, Pulsars- Thermal, Minelayers- Kinetic.
There is a new weapon type: the Point Defense(PD) “cap”, this means that it is placed on and acts a the controller to a Beam or Cannon, thus creating PD Lasers or PD Guns. Point defense has one purpose, engage missiles (note: a missiles HP is equal to its damage), it does this automatically if the ships PD controller/AI is enabled. (note: PD is NOT directly controllable).
Changes in Shields
Shields now have several types: Particle, Energy, and Plasmatic. They also function differently, you now internally construct "Shield generators" these define the type of damage it is most
effective against; Particle- Kinetic, Plasmatic- Thermal, Energy- Kinetic/Thermal.
You now also need a Emitter, these define the recharge rate by how many a ship has(be it Emitters or Emitter Nodes), shape: Dome, Bubble, Deflector, Dispenser, Projector, field, and size.
Also shield damage(SD) works by taking the shields recharge per second(RPS) away from the incoming damage per second(DPS), so SD=DPS-RPS, but S cannot go negative….wait that would make for an interesting twist, what do you think? But say incoming DPS is 200 but RPS is 100, thus the shield depletes 100, note that is TOTAL incoming damage thus if the shield is hit with 4 such shoots the total DPS is 800 but the RPS is still 100 making SD equal to 700.
Shield Emitter Nodes function as a Master/Slave system, by linking one or more “slave” Emitters that are adjacent to the chosen “master” Emitter, these additional Emitters donate their output to the masters shield. There is one last block, the Shield Controller, this can be linked to the “masters” and allow control over Emitter Bandwidth Priority, as normally all are the same priority, this allows you to “divert power” to different areas and shields.
Shield Shape
Dome- projects a dome, a hemisphere over the emitter
Bubble- projects a bubble, a sphere around the emitter
Deflector- this shield is angular, and works by deflecting incoming damage (this uses power)
Dispenser- this is the closest to current shields however it only affects a defined area
Projector- this projects a flat plane above of it
Field- this projects a flat plane inside a border, thus can be used for shield doors, are affected by docking beams same as plexdoor
Note: All shields are one-way meaning that it will only blocks beams and projectiles coming in not going out, also Projector Planes and Fields also do NOT allow blocks back through either (this only affects shields)
Changes to Cloak and Radar Jamming
Cloak and Radar Jamming now operate similarly to shields as now generators and emitter are used however they block NOTHING. This opens a whole new concept: cloaked carriers and stations whose cloaking/jamming field is a large bubble that can hide ships close to it, like this.
Changes to Armor
Armor is now more than one block, and has new traits which determine: Damage Reduction, Hit Points, Weight and special traits
Armor Strength (all armor types have these, Note: base armor has 50%dr)
Now all that being said, if something seems better (such as shields or armor that provides all round protection) remember its going to be MUCH more expensive, eg. Light Ablative(1000cr), Medium Ablative(5000cr), Heavy Ablative(10000cr)).
Weapon esthetics
Another note on weapons, if you make a Beam that is 3x3x10 and the 3x3 is the face then the beam emitted should be 3 time the size(diameter) same goes for any of the weapons(or should scale by power)
other threads that have interesting concepts that are relatable
I like this idea, extends the “bomber destroy ships” thing
This one concerns me is it limits ship shape to much, though for things like railguns, coilguns and particle accelerators length does matter.(see Weapon esthetics)
A view I dislike but as it is relatable
This one I found confusing but is again relatable
I have some of my own ideas that are like this, in this post
(If I missed anything or have any questions please comment)
What's better? Fighters? Small Ships? Big Ships?
I believe that if I'm in a (well designed) capital ship, a fighter a tenth the size should not be able to defeat it. Also my alterations are balanced by the fact that bombers destroy battleships not fighters, this is due to (most) shielding being permeable to unshielded blocks, leaving fighters to defend against other fighters, gunships and bombers.
Also based on research future space combat wont likely be performed by fighters, one source here.
Important info
dr = Damage Reduction
hp = Hit Points
Weight = This affects ship turning speed, acceleration and deceleration
Bandwidth = Amount of shield recharge units that a generator can produce per second
Changes in weapons
Weapon damage is now split into Kinetic and Thermal damage. The amount of each type is determined by the primary weapon type: Cannons- Kinetic, Missiles- Kinetic,
Beams- Thermal, Pulsars- Thermal, Minelayers- Kinetic.
There is a new weapon type: the Point Defense(PD) “cap”, this means that it is placed on and acts a the controller to a Beam or Cannon, thus creating PD Lasers or PD Guns. Point defense has one purpose, engage missiles (note: a missiles HP is equal to its damage), it does this automatically if the ships PD controller/AI is enabled. (note: PD is NOT directly controllable).
Changes in Shields
Shields now have several types: Particle, Energy, and Plasmatic. They also function differently, you now internally construct "Shield generators" these define the type of damage it is most
effective against; Particle- Kinetic, Plasmatic- Thermal, Energy- Kinetic/Thermal.
You now also need a Emitter, these define the recharge rate by how many a ship has(be it Emitters or Emitter Nodes), shape: Dome, Bubble, Deflector, Dispenser, Projector, field, and size.
Also shield damage(SD) works by taking the shields recharge per second(RPS) away from the incoming damage per second(DPS), so SD=DPS-RPS, but S cannot go negative….wait that would make for an interesting twist, what do you think? But say incoming DPS is 200 but RPS is 100, thus the shield depletes 100, note that is TOTAL incoming damage thus if the shield is hit with 4 such shoots the total DPS is 800 but the RPS is still 100 making SD equal to 700.
Shield Emitter Nodes function as a Master/Slave system, by linking one or more “slave” Emitters that are adjacent to the chosen “master” Emitter, these additional Emitters donate their output to the masters shield. There is one last block, the Shield Controller, this can be linked to the “masters” and allow control over Emitter Bandwidth Priority, as normally all are the same priority, this allows you to “divert power” to different areas and shields.
Shield Shape
Dome- projects a dome, a hemisphere over the emitter
Bubble- projects a bubble, a sphere around the emitter
Deflector- this shield is angular, and works by deflecting incoming damage (this uses power)
Dispenser- this is the closest to current shields however it only affects a defined area
Projector- this projects a flat plane above of it
Field- this projects a flat plane inside a border, thus can be used for shield doors, are affected by docking beams same as plexdoor
Note: All shields are one-way meaning that it will only blocks beams and projectiles coming in not going out, also Projector Planes and Fields also do NOT allow blocks back through either (this only affects shields)
Changes to Cloak and Radar Jamming
Cloak and Radar Jamming now operate similarly to shields as now generators and emitter are used however they block NOTHING. This opens a whole new concept: cloaked carriers and stations whose cloaking/jamming field is a large bubble that can hide ships close to it, like this.
Changes to Armor
Armor is now more than one block, and has new traits which determine: Damage Reduction, Hit Points, Weight and special traits
- Ceramic- 80% damage reduction to thermal damage, however it only reduces 30% kinetic damage
- Plating- 80% damage reduction to kinetic damage, however it only reduces 30% thermal damage
- Ablative- 50% damage reduction to thermal and kinetic damage
- Refractive- 30% damage reduction to thermal and kinetic damage, this armor also provides a boost to cloak by reducing the amount of blocks that power calculations use(the armor doesn't count and reduces the mass detected by 1), the cloak, if linked to the armor, will only affect the armor but thanks to occlusion anything behind it is invisible
- Stealth- 30% damage reduction to thermal and kinetic damage, also the higher the percentage of a ship's mass that is Stealth armor the shorter the distance radar will detect it
Armor Strength (all armor types have these, Note: base armor has 50%dr)
- Heavy - high weight, high Hit Points(4000hp)
- Medium - medium weight, medium damage absorption(2000hp)
- Light - low weight, low damage absorption(1000hp)
Now all that being said, if something seems better (such as shields or armor that provides all round protection) remember its going to be MUCH more expensive, eg. Light Ablative(1000cr), Medium Ablative(5000cr), Heavy Ablative(10000cr)).
Weapon esthetics
Another note on weapons, if you make a Beam that is 3x3x10 and the 3x3 is the face then the beam emitted should be 3 time the size(diameter) same goes for any of the weapons(or should scale by power)
other threads that have interesting concepts that are relatable
I like this idea, extends the “bomber destroy ships” thing
This one concerns me is it limits ship shape to much, though for things like railguns, coilguns and particle accelerators length does matter.(see Weapon esthetics)
A view I dislike but as it is relatable
This one I found confusing but is again relatable
I have some of my own ideas that are like this, in this post
(If I missed anything or have any questions please comment)