To put it simply, shields should work by reducing damage delt to armor by a percentage. The percentage of damage negated should be remaining charge in the shield. Obviously being highest when the shield has not taken any damage. Shields should be capped to block no more than say 80% of damage even when fully charged.
Elaborations upon this idea based on the coming Master / Slave feature.
Instead of having a single damage soak %age, now each shield subsystem has a seperate soak for each of the five primary weapon types. Also, shield systems can now optionally be linked to a shield control computer that allows that particular sub-system to be toggled while also enableing the slaving of both other weapon types and shields.
Each shield/weapon combo provides a minimum of 40% soak for it's weapon type, which approaches 95% at a ratio of 1/1, but it is an asymptomatic function and never reaches 100%. It also provides a constant 20% soak for all energy types..
The special shield/shield combo allows you to reach 80% soak at a 1/1 ratio, but never reaches 90%. This will be balanced by the fact that it requires you to double the weight and energy use of your system without increasing your recharge rate or shield power.
Oh, I am not sure if I said before that shield power stays. The higher it is the longer it takes to reduce your soak percentage. Also, soak percents don't stack. You have a single set of stats for each type of damage soak, so the charge/rechargerate of all sub-assemblies of the same type is pooled.
Shields can also be slaved to weapons, giving them a measure of shield penetration.
Thoughts???
Elaborations upon this idea based on the coming Master / Slave feature.
Instead of having a single damage soak %age, now each shield subsystem has a seperate soak for each of the five primary weapon types. Also, shield systems can now optionally be linked to a shield control computer that allows that particular sub-system to be toggled while also enableing the slaving of both other weapon types and shields.
Each shield/weapon combo provides a minimum of 40% soak for it's weapon type, which approaches 95% at a ratio of 1/1, but it is an asymptomatic function and never reaches 100%. It also provides a constant 20% soak for all energy types..
The special shield/shield combo allows you to reach 80% soak at a 1/1 ratio, but never reaches 90%. This will be balanced by the fact that it requires you to double the weight and energy use of your system without increasing your recharge rate or shield power.
Oh, I am not sure if I said before that shield power stays. The higher it is the longer it takes to reduce your soak percentage. Also, soak percents don't stack. You have a single set of stats for each type of damage soak, so the charge/rechargerate of all sub-assemblies of the same type is pooled.
Shields can also be slaved to weapons, giving them a measure of shield penetration.
Thoughts???