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In the game I've noticed that all weapons must get past shields to get at a hull or other module, this is a logical error to me, as shields are only meant to stop high-energy, high speed particles(Photons, X-rays, gamma rays, ect...)
So to change this I suggest:
[*]A new kind of shield: Fluid Shields
[*]Mass Drivers: Like the AMCs, but fires solid slugs of metal that can be blocked by armor(Does not use energy, very slow reload(slower than an individual missile array), higher mass, ignores shields and missile defense, slow projectile, requires weapons CPU.)
[*]Lasers: More like the salvage beam, but does damage instead of stealing parts(high energy cost, no reload, low mass, can be stopped by fluid or solid shields, requires weapons CPU)
[*]Pulse Lasers: Basically an AMC(Blocked by shields, fires in one direction only, less damage, high ROF, almost no mass)
These are some of my thoughts ad suggestions, I'd like some ideas of your's too!
EDIT:
All inspiration taken from Galactic Civilizatons II, MoO II and a few other games
So to change this I suggest:
- Armor modules: Provides the same protection as shields, but stops high mass projectiles such as mass driver slugs, but not beams or missiles(Armor can degrade if not repaired)
- ECM, PDLs, Counter missiles, and Chaff: Provides defense against missiles in a variety of ways
ECM: Jams a missile's targeting computer and makes it lose all targets.(Low energy cost, hard to overwhelm, costly, and leaves live warheads lying around) - PDLs: Targets one missile and vaporizes it with a high-energy laser.(High energy cost, overwhelmed easily by swarms of missiles, moderate weight, requires CPU like AMCs and Missiles, costly)
- Chaff: Makes missiles that target heat see thousands of targets and go haywire.(No energy cost, long reload, low weight)
- Counter Missiles: Sends a missile at an incoming missile.(No energy cost, moderate base reload(lowers like normal missiles), heavy, costly)
[*]A new kind of shield: Fluid Shields
The current shields are what I'd consider solid shields, as in, they eat energy and produce ship-wide coverage.- Fluid Shields don't cover the whole ship, just the area that a laser is about to intersect.
Pros: Lower energy cost, higher average damage resistance, less required - Cons: can be overwhelmed by many incoming lasers(Can't keep up or spreads too thin), costly, does not stack like normal sheilds(more in one spot =/= better), requires shields CPU
[*]Mass Drivers: Like the AMCs, but fires solid slugs of metal that can be blocked by armor(Does not use energy, very slow reload(slower than an individual missile array), higher mass, ignores shields and missile defense, slow projectile, requires weapons CPU.)
[*]Lasers: More like the salvage beam, but does damage instead of stealing parts(high energy cost, no reload, low mass, can be stopped by fluid or solid shields, requires weapons CPU)
[*]Pulse Lasers: Basically an AMC(Blocked by shields, fires in one direction only, less damage, high ROF, almost no mass)
These are some of my thoughts ad suggestions, I'd like some ideas of your's too!
EDIT:
All inspiration taken from Galactic Civilizatons II, MoO II and a few other games