COMPLETE sheilding and armour overhaul

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    • Legacy Citizen 2
    • Legacy Citizen
    RIGHTY-HO!

    As i can gather from reading the threads about capital ships being COMPLETELY useless with the new sheilding update, I set about thinking about how to make a shelding and armour system that would increse with the size of the ship to give a realistic representaion of armour and shielding.

    >>> please excuse any nooby like suggestions, I do not currently play the game as I am awaiting agaming computer to run the game >>Sheilding

    From what I've read the new shielding system is biased towards fighters, yet the old one was biased towards capital ships. I'm not entirly sure how this workes but ive got a basic understanding.

    I suggest that a new sheilding model is implimented.

    MODEL 1)

    Ships can have as many shield genorators as they can fit onto a ship (up to 500 blocks worth) each 10 blocks up to the 50th block will add a new sheild layer, after that, 50 blocks will add a new layer to the shielding (totalling at 14 layers). The recharge rate is 0 while in combat, but as soon as the ship stops taking fire, a timer starts (visable on the HUD a message will desplay "sheilds regenerating in...") the timer could be dependant on the number of a new block called a "shield booster".

    By default each layer (up to layer 5) will take 10 seconds to recharge, then up to 5 boosters could be added to reduce th time per layer to 5 seconds (one second per booster). after layer 5 each layer will take 15 seconds and the booster block will decrese this to 10. After layer 10, the 4 remainding layers recharge at a VERY slow rate (perhaps 30 secs per layer) and again the boosters reduce this to 20 (each booster reducing time by 2 for these for layers). HOWEVER the boosters are extautionatly expensive.

    MODEL 2)

    The old sheilding system is implimented again but with changes.

    >There is the addition of a maximum recharge limit, no matter how many energy cells you add, once this limit is reached you cannot surpass it.

    >There is a limit on the amount of sheilds you can have per mass of the ship. This limit would obviosly be biased towards Titans, SO the limit only takes hold after a cirtain mass, this allows smaller ships to have shields to defend and give them a fighting chance.

    >For fighters there is a specific sheilding system. It would be a high desity sheild BUT it has a block limit of 4, after 4 blocks no more could be added to the ship. Also, it has a maxmum range of say 30 blocks in each direction (fixed even if you add more blocks). agfter 4 blocks, the extra blocks become useless, just extra mass that isnt doing anything. Obviosly Capitals can use these blocks BUT they still have a limit of 4 blocks, these could help to defend key points on the ship (IE, engines, cockpit, missile bays) (name suggestion "high desity fighter defence sheilds" or "HDFDS))

    > For capitals another specilised shield is avalible, extremly expensive (like 1,000,000 per block, possibly more) and is limited to 1 block per ship. it has a mass of 10 so theres no point in having it on a fighter. If more than one is put onto any one ship, all of them explode in a 20 block AOE on activation of the sheilds. This shield is high resistance, low desity. This means that it can take some brutal punishments from AMCs but a few vollies of missiles will take it down quite fast. But it can recharge between volies a small amount. after this sheild is destroyed, it does not recharge until 1 minute after end of conflict, leaving the normal sheilding vunerable and then the hulls. (name suggestion "Large Ship Antimatter Defence Sheilding) or "LSAMDS")



    If you like this idea/ this it could do with some improvements just comment and I'll ad them to the OP.

    ~FAIL_BRO_777