Shields

    Discussion in 'Suggestions' started by kiwispike, Mar 18, 2019.

    1. kiwispike

      Joined:
      Jul 25, 2017
      Messages:
      30
      I'm loving the new shield system. But I have one frustration with it.

      If I want to put say 3 strategic shields I have a limit of where I can put them/size. As once they overlap they turn off the other one, or take its capacity.

      As shield orbs start with huge growth this is very limiting for me (especially for starboard vs port.

      Solution. Allow me to link the shield caps to the shield, like I can factory enhancers to factories.

      It would be great if I could shape shield coverage, but just allowing the capacitors to be linked instead of inveloped would greatly reduce the limitations.
       
    2. Sachys

      Sachys Hermit.

      Joined:
      Nov 30, 2015
      Messages:
      631
      Solution: get rid of shield bubbles. Theyre a bit poo and shield integrity is still a thing (invisibly).
       
      • Like Like x 1
    3. kiwispike

      Joined:
      Jul 25, 2017
      Messages:
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      No I love multiple shields. Would love it more if I could send more power to forward shields ect. But as it is, they are great. Especially as regen is shut down under fire. Moving your ship round you can protect shield regen.
       
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    4. splatthecat

      Joined:
      Jan 14, 2016
      Messages:
      401
      I know it isn't always practical, or even worth trying to copy everything from Sci-Fi films, series and books but there is something to be said about that "deflector shields to aft" call out.

      You could imagine a setup that is similar to thrusters that allows you to "move" shields. With six distinct "zones" (fore, aft, port, starboard, dorsal, ventral) a method of control (with some caveat for cool down or change penalty) could allow shields to be tuned to cover sensitive systems or placed to deflect attacks from different sides.
       
      #4 splatthecat, Mar 18, 2019
      Last edited: Mar 18, 2019
    5. JackBeFlippen

      Joined:
      Dec 5, 2016
      Messages:
      33
      atleast a good general decision of power allocation. if you have multiple shields, which get power first? this could be added fairly easy I think since we already have the allocation system in place. the only thing I can see if it is a "general" idea of what get s powered first, then you may have to add shields as a module on the hotbar for control.
       
    6. Sachys

      Sachys Hermit.

      Joined:
      Nov 30, 2015
      Messages:
      631
      Pretty much just like before shield bubbles happened.

      Well, have fun making self implosive things and stations that blow up even easier than before with the new factors then! ;)
       
    7. kiwispike

      Joined:
      Jul 25, 2017
      Messages:
      30
      I did read that they were looking at adding the ability to turn on and off things by logic.

      But we already have power prioritisation.
      --- Updated post (merge), Mar 19, 2019, Original Post Date: Mar 19, 2019 ---
      My bigger stations already use multiple shields with great success. If a attacking ship stands still to deplete a specific shield. My turrents make short work of them.

      If they keep on the move. Shields recharge as they mix hit shields.
      --- Updated post (merge), Mar 19, 2019 ---
      Yeah I love it on my bigger stations. Would be awesome on my ship.

      I know not always practical. But it's awesome to do things like this. And it could even give strategic advantage if it had some bonus controls (like shift the regen to a specific shield)

      But even small emergency shields around a bridge that are super high priority. So that when shield cover fails I have a mini quick regen small capacity shield. I currently achieve this by having my command station as a docked ship that auto undocks as main ship shields get low.

      Wireless logic allows ship control, and my ship docks "into" display modules of the main ship with some zig zag rails.

      Taking some work to beautify. Accedentaly looks like a mini voyager lol.
      --- Updated post (merge), Mar 19, 2019 ---
      The only thing I can't do is pilot the main ship.....

      But as all ships are in a fleet... It gives it a cool scifi feel to tell my ship where to go and sit back and relax.

      As a carrier, turning in combat is.... Thankfully barely necessary, and I can use move to sector to turn my ship.

      I also note as a positive. With missiles coming at me... For some reason (bug I guess) with fleet. My ship stops instantly and the missiles miss lol.
       
      #7 kiwispike, Mar 19, 2019
      Last edited: Mar 19, 2019
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