Shield Remodulation Idea 11 replies

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duke

I want to be like the Admins

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5th September 2002

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#1 15 years ago

Is their an mod or even any modders that could create the ability to remodulate shields? You may think theirs no practical use for this but For example you could modulate your phasers and torpedoes to the frequency their shields are at so they skip the shields all together. Adds a bit of strategy me thinks ^_^

Also you could have the ability to tell Felix(Tactical Officer) to constantly remodulate the shields which will keep you protected...for a little while at least as constantly remodulating the shields could take up the reserve power like cloak does.

To find a ships shield frequency you must set your sensors to maximum, which would actually give a reason to divert power to sensors and scan target.

Opinions?




Jdiplock

Deep Space Nine Expert

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16th December 2003

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#2 15 years ago

Well that would be gr8 but there have been lots of threads about these before and no modder has had any luck with it, i am partly a scripter but i have no exprience with this type of mod, i will try and see what i can do but the results may not be good. Jdiplock Out




Defiant

Free GNU user

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28th March 2002

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#3 15 years ago
JdiplockWell that would be gr8 but there have been lots of threads about these before and no modder has had any luck with it, i am partly a scripter but i have no exprience with this type of mod, i will try and see what i can do but the results may not be good. Jdiplock Out

good luck :D




Psychokenesis

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16th October 2003

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#4 15 years ago

good idea, it would be best effective against the borg of course. The question is what sort of variables are you asking the computer to take in consideration. If when "what" the shields are penetrable. If when "Then" the shields return to normal. and can a total new script be created for this




CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#5 15 years ago

well isn't there a mod, that would let you scan a target and see its stats. well that would give you a base, all ship hardpoints could then be modified to involved a special sheild frequency, if that frequency is found the phasers could have a script that would have the set frequencys in it, and when set the sheilds would drain at 200 times there normal damage rate hence fire thru sheilds.

Just an idea. I think its possible with python scripts if you have set stuff in there. and with that mod that lets you scan stuff and see it.




duke

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5th September 2002

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#6 15 years ago

You lost me a python scripts i take it thats the full name for .pyc files. But if this could be accomplished i'd be greatly in your debt as would many other people. And fireing through shields your right is hard to do as i hear those modders trying to make Phase plasma torpedos are having a hard time at it but increased damage is definatly a good idea ^_^




*The.Doctor

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25th November 2003

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#7 15 years ago

it could be done with alot of scripting, but to make it fair there would have to be something so you could reset your shield freqeuncy, maybe something that just makes random frequency numbers? cause it wouldn't be much fun to play with no shields the whole time, and to find the shield frequency it should also require a intensive scan for a good deal of time, so you couldn't just scan quick, then start blasting the heck out of your enemy.




MadJohn

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18th April 2003

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#8 15 years ago

The sheild frequency of TNG era onwards ships is a closely guarded secret, and is not detectable by any alpha quadrant sensor systems, no matter how deep the scan. Otherwise the Duras Sisters would have found it much easer to blow up the Ent-D, in Generations. Also since the battle of Wolf 359 all Federation ships use a Fractal based algorithem, to randomly modulated sheild frequuency. Check the battle sequence in First Contact for examples. Since therefor the Borg being the only Species that have advanced Sensors capable of this, it may be easear to give Borg weapons a percentage chance of phaseing through sheilds, on the basis that they are checking every available sheild frequency.




CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#9 15 years ago

well, a way possibly to do it is knock on ONE shield, then scan it for the sheild frequecy. Fire a few times, then after so long the frequency failes till you bring down ANOTHER sheild and do ANOTHER scan. Then if you disable sheild generator, you have no need to scan any more. but we would hafta take it one step at a time. i don't have the skills to do it as i don't understand Python Script enough to do it for bc. (yes Python is what the .PY is on scripts) but somethin like App.TGParagraph_CreateW(App.TGString("Shield Status:")), 0, y, 0) for Shield in range(App.ShieldClass.NUM_SHIELDS): pScienceScanWindow.AddChild(App.TGParagraph_CreateW(App.TGString(str(pTarget.GetShields(Frequency).GetCurShields(Shield)))), 0.15, y, 0) y = y + 0.02

I doubt that would work in the Marine capture mod, but possibly might i don't know i don't have it on my computer. (i just opened the py for it) and for the ships just put in a series of frequencies for ships.




MilleauRekiir

I follow teh Moo!

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4th November 2003

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#10 15 years ago

Or simply create an entirely new beam that takes up alot of power and is fired over a narrow range to simulate firing different frequencies at the shields. This beam would then return the frequency for one of the six shields in BC and render that shield useless against other weapons the attacker would have, once its power reserves build up enough for them to start firing, and hoping that the attacked wouldn't remodulate before then.

And as for the remodulation algorithm, just set it as a TMP era ship or early TNG...

Since there are only a set number of mudulations (federation range divided by resolution), you could always have a multiphasic array firing until the right one is hit and, say, a torpedo at that resolution is fired. Then the shields return (as the ship remodulates) and the whole thing starts again.

...all sorts of ways...




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