Shielding Idea : A new sheilding system? -1 reply

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IKS

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15th February 2006

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#1 11 years ago

Hi

I've been musing over some ideas to improve gameplay in Armada 2 lately and I've been tinkering with the idea of "real" shields..

So what am I talking about? Well, you know in Bridge Commander when you've your power on to highest setting in a battle and after a time the power will drain? Well using the Corbomite Reflector idea we could implement some general idea of a new shielding system that would behave in a similar fashion thus altering the way shields are used in this game. Shields wouldn't be automatic and they would be subject to energy drain.. Let's just have a small think about it for a few minutes?

Let's say for arguments sake, we'll call this the "new shielding system or NSS for short". NSS would behave similar to the corbomite reflector, i.e. it would be like a special weapon only activated on command by selecting an icon on the GUI such as the corbomite reflector is activated.

Nothing new there huh? well here's where it would all work. If all ships are given this NSS as a default option much as a tractor beam and all ships were to be modified via ODF not to have the stock shields activated then it would work.

For instance, you are in game. You have 5 ships on the map near enemy lines, the have not activated the NSS because they are not under attack but when the enemy engages them, they would activate the NSS based either on your manual command or by the "Special Weapon Automation" that can be set. So every time they engage the enemy they would activate their new shield system and deactivate when they are not in battle. The new Shield system would, like the Corbomite Reflector be subject to drain if on too long for sustained periods (modified obviously to last longer than the Corbomite Reflector) Without the new shield system the ships would have no protection only their hull armour, so activating the new shield system would be like raising shields and keeping them on for long periods would drain the power reserves.

Somethings to consider, modifying the ODF

The Corbomite only protects from certain weapons, maybe the ODF can be modified to protect from all.

Shield Power Drain - Set the special weapon power usage to a high figure for the shields to last maybe two minutes of battle before running out of energy to sustain the shielding. The recharge rates would have to be realistic too, I mean there is no reason in having a 2 minute shielding draining to zero and then being recharged straight away, maybe a 50-60 second recharge rate.

Drain from weapons fire - I'm not sure how this would work but if it is possible to implement shield drain from enemy fire then it would add more canonness to the shield system. Possibly look at the stock shields in that regard.

The Textures of the shielding could be modified to look like normal shields, maybe a light blue texture. Obviously the shields would be fully visible when activated so they wouldn't have any transparency so that would take away from the effect.

Obviously in large scale battles the activation of this shield system would lag systems so it is probably an off the wall idea

Anyway, I just thought this method of shielding would greatly enhance gameplay as you (the Fleet Commander) could also act as a starship captain by ordering when shields go up and down.. It would also add a new dimension to managing your fleet to last longer in battle and would make the game harder to play as you would have to be wise to pull ships that have used up their shield energy off the front lines and order them back to fleet yards to recharge or away from the front lines to recharge.

So what does anyone think? Am I totally off the wall on this idea?:silly:




Dan1025

Adopt, adapt, improve

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24th February 2007

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#2 11 years ago

Not a bad idea, it would bring the game closer to "Real Trek" and would make for a more strategic method of playing, but as you said there are a few things that would need to be worked out first. I have a few questions: 1) Could you apply it to stations? 2) Would the AI use it quick and often enough? I hope you can make this idea a reality and I look forward to hearing about progress on it. :)




HMS Frontier

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31st July 2006

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#3 11 years ago

Good idea but I have tryed this before a number of times it will work agianst torps and phasers but not pulse phasers and there is no way I know of to have weapons drain it.




IKS

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#4 11 years ago

It's only a concept...

Any ideas on how to implement it would be great.. If we could all throw some ideas or even try and implement a bit of it to see what can be done maybe we could release something along the lines of it. More input from people then better




HMS Frontier

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#5 11 years ago

when i tryed I modfied the corbomite odf like so //Display name for this weapon wpnName = "Shied Test" //tooltips tooltip = "Shied Test" verboseTooltip = "Shied Test" //Time Delay between shots - not used shotDelay = 0.0 //Location of the button in the speed panel buttonSlot = 4 // location of the button in the popup palette popupSlot = 5 // Priority of button in the speed panel, this is only // used if it is non-zero. buttonPriority = 10 //Type of border to use for this button. //0 = No border. //1 = Offensive border. //2 = Defensive border. buttonBorder = 2 // Special stuff - denote special weapon special = 1 // Range within which the weapon will fire - not used. range = 0.0f //Sound which is played when the weapon fires - temp sound fireSound = "swfcorbf.wav" //Programming Stuff DO NOT CHANGE classLabel = "reflectweapon" // Chance of hitting the target. - not used hitChance = 1.00 // Special energy cost specialEnergyCost = 3 // Reflection % (0->1) reflectionRatio = 6.0 // How often will the shooter get hit by the reflection? reflectHitOwnerRatio = 0.0001 // Reflect Missiles reflectMissile = 1 // Reflect Beams reflectBeam = 1 //don't auto-switch to attack mode after this switchToAttack = 0

// Do not say "attack" when turned on. attackSpeech = 0; hotkeyLabel = "HOTKEY_F7"




Freyr VIP Member

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#6 11 years ago

the AI activates the corbimite reflector when its hit on high special autonomy, so if you add it as a special weapon it should work.

As I recall, one klingon weapon drains special energy. If this is just an ODF command then you could set this on every ship. It does however mean you cannot use special weapons for anything other than shields if you want a special energy cost.

I have actually thought about this before, the other shield combat model would be to decrease the amount of shield hit points and increase the regeneration speed.

If this is in place, say the sovereign has a shield strength of 200. and a recharge rate per second of 100, so a single frigate with a weapons complement that totals, say 35 can't damage the sovereign. The sovereign however, being a big powerful warship can penetrate the shields of the frigate while its at full strength. However, if you have three frigates working together then they can damage the shields and eventually the hull.

This damage model is more realistic for things like the borg cube and the stargate universe. You can also set some damage (say, 5%) leaks through the shields so you can't end up with a situation where two ships can't hurt each other. It also forces people to send ships in wings as seen on the shows (ie, Klingons with 3 D7's.)




HMS Frontier

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#7 11 years ago

I think shields are protected by the deflector so weapons like the deflector pulse would be effected any way along with other deflecter and high power using weapons and stuff like antimater mines could be set with 0 sepecail engery and just increase the reload time so it may still seam right




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#8 11 years ago

I like this idea for shields, but I must concur with my collegues in that modifying the Corbomite Reflector in this way seems pretty impossible.

Then again, the Fleet Ops team can do pretty impossible things, so maybe this is one area where their expertise might be useful.




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#9 11 years ago

What a cool idea! I like it. Some damage should always get past the shields, I think. Maybe 2 to 3% so you can have the possibility of a smaller ship damaging a larger ship pursuing it, causing the larger ship to break off. This percentage could be applied randomly somehow so that there is still the slight chance of a lucky shot. Maybe creating a Shields ODF and adding an 'include' line to all the ship and station ODFs might be easier than modding the Corbomite Reflector.




IKS

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#10 11 years ago

When I get the time I'll attack the idea and see what I come up with.. I like your idea Thunderfoot.. that could be a way to go about it...Whatever comes of this I'll still give it a hell of a shot!




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