The rebound effect.
Modules, computers the normal stuff.
When activated by yourself in your weapons hot-bar it simply increases your shield strength (maybe have the amount it increases by something to do with mass, therefore making smaller ships with this much more powerful).
When attached to a primary weapon it making the damage keep on destroying the area hit but weaker each time ( so say if you shot a cannon with a damage of 100 the when it hits it does 100 damage then a second or two later it damages the block again doing 50 damage. Then in about 5 seconds after that 25 damage. Then about ten seconds after that 12 then 15 seconds 6 20 seconds 3 then 40 seconds 1 with one rebound effect module. With more maybe have the time in between lowered or have the damage decreased each time. I don't know about this though). Obviously with powerful missiles this might be op so I'd suggest slightly different effect for missiles (maybe).
There isn't much here but its an idea. Please contribute.
[DOUBLEPOST=1435588788,1435588358][/DOUBLEPOST]Maybe have the missiles effect make the damage diffuse over the blocks after taking down the shield?
(Liked this suggestion)
From the thread title I would have thought this would be about a defensive effect that deflects some projectiles that hit the craft. Working off angle of incidence/reflection, as reflected light bounces off a surface, so yes if the shot was perpendicular to your hull it would rebound back to the source. The effect % would then, like, decide the chances of a given projectile rebounding, and maybe also what percent of its damage goes to you. So, say, the max % is 30, you get 30% of missiles and cannon rounds ricocheting off, but each ricochet still transfers 30% of the projectiles' damage to your ship, the other 70% is saved for whatever else it hits. A projectile will only ricochet once, and it might hit another part of your craft anyway.
Modules, computers the normal stuff.
When activated by yourself in your weapons hot-bar it simply increases your shield strength (maybe have the amount it increases by something to do with mass, therefore making smaller ships with this much more powerful).
When attached to a primary weapon it making the damage keep on destroying the area hit but weaker each time ( so say if you shot a cannon with a damage of 100 the when it hits it does 100 damage then a second or two later it damages the block again doing 50 damage. Then in about 5 seconds after that 25 damage. Then about ten seconds after that 12 then 15 seconds 6 20 seconds 3 then 40 seconds 1 with one rebound effect module. With more maybe have the time in between lowered or have the damage decreased each time. I don't know about this though). Obviously with powerful missiles this might be op so I'd suggest slightly different effect for missiles (maybe).
There isn't much here but its an idea. Please contribute.
[DOUBLEPOST=1435588788,1435588358][/DOUBLEPOST]Maybe have the missiles effect make the damage diffuse over the blocks after taking down the shield?
(Liked this suggestion)
From the thread title I would have thought this would be about a defensive effect that deflects some projectiles that hit the craft. Working off angle of incidence/reflection, as reflected light bounces off a surface, so yes if the shot was perpendicular to your hull it would rebound back to the source. The effect % would then, like, decide the chances of a given projectile rebounding, and maybe also what percent of its damage goes to you. So, say, the max % is 30, you get 30% of missiles and cannon rounds ricocheting off, but each ricochet still transfers 30% of the projectiles' damage to your ship, the other 70% is saved for whatever else it hits. A projectile will only ricochet once, and it might hit another part of your craft anyway.
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