Replace surface shields with bubble shields.

    Blakpik

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    I'd add bubble shields to the starmadedock drinking game, but I think people might sue me for alcohol poisoning.
    Offtopic but DWI: There's a drinking game? How does it work?
     

    Lecic

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    Offtopic but DWI: There's a drinking game? How does it work?
    I made it months ago. It's somewhere in the offtopic area.

    Whenever someone makes a post about something (usually something extremely over suggested) you take a shot. Not a game for younger people, obviously.
     
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    Since star made is a sandbox anyways. So wy not just give the ability to build our own shield bubbles.
    We allready have the Trigger(Aera)-Block. With this block it's possible to create an invisible wall in any shape and distance to the actual ship. So, with a few alterations it might also work as a nice forcefield/shield Block.

    http://i.imgur.com/bjPjpVk.webm

    Now for the new values i am thinking of:
    1. Weaponfire should just go through the block without touching it, as soon the shields are down.
    2. it's no good if the shield holds fire from your own turrets.
    (As far as i can tell that's already the case, but i think the rounds don't have to go through the whole ship)
    3. Since such shields can also shelter turrets, they need some raised costs for balance.
    I personally would prefer more e/sec on shield recharge the more Trigger-Blocks are plaeced. More shield damage by hitting a Trigger-Block might work nicely too.
    4. And lastly, it would be nice if hitting a Trigger-Block could be used for logics, just like when someone touches it
     
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    Now for the new values i am thinking of:
    1. Weaponfire should just go through the block without touching it, as soon the shields are down.
    2. it's no good if the shield holds fire from your own turrets.
    (As far as i can tell that's already the case, but i think the rounds don't have to go through the whole ship)
    3. Since such shields can also shelter turrets, they need some raised costs for balance.
    I personally would prefer more e/sec on shield recharge the more Trigger-Blocks are plaeced. More shield damage by hitting a Trigger-Block might work nicely too.
    4. And lastly, it would be nice if hitting a Trigger-Block could be used for logics, just like when someone touches it
    Not going to work: First, allowing turrets to fire through shield blocks would probably in the code result in turrets shooting through ships. If it does shelter turrets, it's OP by allowing turrets to focus on offense instead of defense. Aside from covering turrets, I can't see a reason to put the shield blocks away from the hull at all. And since you suggested an energy cost for extra blocks, then this encourges cubes.
     

    NeonSturm

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    I think the increased mass is nerf enough if it shelters turrets.
    You just have to enable punch-through for projectile-shield interaction to require them in a sane thickness.

    The cube-stuff is a downside though...
    Maybe strength should be dependent on the mass ratio of shield/ship a bit too?


    More mass in shields = more dmg absorption per block while projectiles are punching through the shield.

    This would also allow to re-inforce certain parts (assault=front, fighter=front/bot, escort=sides ...)