Just read an interesting idea for shield emitters by apelsinsaft.
Shield Emitter Blocks: The solution for "Gigantism" and fighters.
I like the idea of an emitter, but I thought of a different implentation.
If it were me, I would use the same principle as the area activation blocks.
This would remove tons of shield and recharger blocks from the entity (ships/stations/etc) internals to the outside.
Have an emmitter/controller/charger (recharger replacement) and operate similar to the area activation
controller.
The existing shield blocks can then be replaced with an invisible area activation trigger type block. Although, it could still have the same texture in build mode, but have it 60%-80% transparent. The
controller would essentially be controlling the strength by whatever power is channeled into it. Would
open up a different kind of energy bank and shield bank management.
This would also allow us to shape the shield any way we want. An oval/sphere around the centre of mass or centre of the entity could be auto generated (Maybe make this the default) and then the user could also cover whatever sections of the ship they want, or start custom.
You would also have multi-emitter capability. You could build emitter assemblies for forward/aft/port/starboard or go crazy with mega-segments.
Collision detection could be handled differently, or it could simply be similar to having a ship surrounded by glass blocks with variably controlled strength.
The existing shield effect would be configured to only work on these new shield blocks, so you only see the effect and not the block. Should look interesting.
*UPDATE*
With shield surrounding the ship/entity, if the power is down or it is off. It would be like opening a plex door, so there is no force. Perhaps have the shield module component (i.e. area trigger type) have no mass, but is solid (but invisible) when active and disappears like plex doors when inactive or off.
Oh and extending it to docked entities would not be necessary, because you just build the shape around everything. Or not, if you want to live dangerously.
To simplify configuring the shape, one could use the same sliders used for the select box.
Shield Emitter Blocks: The solution for "Gigantism" and fighters.
I like the idea of an emitter, but I thought of a different implentation.
If it were me, I would use the same principle as the area activation blocks.
This would remove tons of shield and recharger blocks from the entity (ships/stations/etc) internals to the outside.
Have an emmitter/controller/charger (recharger replacement) and operate similar to the area activation
controller.
The existing shield blocks can then be replaced with an invisible area activation trigger type block. Although, it could still have the same texture in build mode, but have it 60%-80% transparent. The
controller would essentially be controlling the strength by whatever power is channeled into it. Would
open up a different kind of energy bank and shield bank management.
This would also allow us to shape the shield any way we want. An oval/sphere around the centre of mass or centre of the entity could be auto generated (Maybe make this the default) and then the user could also cover whatever sections of the ship they want, or start custom.
You would also have multi-emitter capability. You could build emitter assemblies for forward/aft/port/starboard or go crazy with mega-segments.
Collision detection could be handled differently, or it could simply be similar to having a ship surrounded by glass blocks with variably controlled strength.
The existing shield effect would be configured to only work on these new shield blocks, so you only see the effect and not the block. Should look interesting.
*UPDATE*
With shield surrounding the ship/entity, if the power is down or it is off. It would be like opening a plex door, so there is no force. Perhaps have the shield module component (i.e. area trigger type) have no mass, but is solid (but invisible) when active and disappears like plex doors when inactive or off.
Oh and extending it to docked entities would not be necessary, because you just build the shape around everything. Or not, if you want to live dangerously.
To simplify configuring the shape, one could use the same sliders used for the select box.
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