Ship Systems - Shields #281
Replies: 6 comments 17 replies
-
My thoughts on the standing questions:
|
Beta Was this translation helpful? Give feedback.
-
Alex and I have discussed several things regarding how shields should be represented as ship systems. We are thinking that there should be capability for multiple shield generators for the reasons discussed above, but we are less certain as to how we should define which shield generators would be effective by a given attack. There are two main ways we can do this, with either there being a single shield generator allocated to each room, or having each room be influenced by multiple generators. With how we intend to implement the systems, each shield generator will be it's own system in it's own room. Which rooms are influenced by a generator would partially be a function of it's proximity to the room in question. If we just have each room tied to a single generator, it would become very simple to answer whether a room is protected by a shield or not, as it would be a simple check of the single relevant generator. Pros: Cons: If we were to allow multiple generators to protect a single room, we need to define a function which allocates to each shield a suitable portion of the damage. This adds considerable complexity, though it allows us to more smoothly model the shields, which has some added benefits such as targets near the middle of the ship being hit from various directions. Pros: Cons: Any other possible implementations are also more than welcome, so feel free to share your ideas. |
Beta Was this translation helpful? Give feedback.
-
I would vote for directional shields. While the other aspect is very
fascinating, it adds layers of complexity that might become a bit of a
mire.
|
Beta Was this translation helpful? Give feedback.
-
This discussion has made me think of an app I have played: Space Arena. In that game you change the layout of your ship rooms to change how your combat would play out. If we were to apply something similar to Thorium Nova, the ship map could be something more defined and predetermined. Some rooms would have shields and therefore might be better on the outside of the ship. The ship could be reconfigured pre-mission and at certain locations with "mechanic shops". This would also give a different dimension to upgrades as each room could be upgraded individually (or collectively). An upgrade could add more shields, health, storage, etc. to each room. This might make scanning of enemy ships a bit more specific as a good scan might reveal the stats for each room of an enemy ship. With the outside rooms being more easily scanned and the inner rooms retaining a "fog-of-war" until better scans are completed or an outer room is sufficiently damaged. This might require more on the programming end but I think it would make the game play much more simplified while still retaining sufficient depth. I this thought completely changes some of the current thoughts but... Something to consider. |
Beta Was this translation helpful? Give feedback.
-
I will just throw in my thoughts on the two questions Should functioning shields be a requirement for any kind of sub-light or warp travel, given that small particles would shred the ship at those speeds without space magic? I agree with the thoughts before that navigational "deflectors" should be a different system than shields. That being said, are there any implications with using shields to augment the deflectors? How would external objects, such as larger asteroids, be affected by ship with a shield system that is collides with it. Could you then theoretically move other objects? Should shields actually be separated into 6 sections, or is that unnecessary complexity? I like the points brought up about the tactical implications of having 6 sections. Could this also lead to "overloading" one side, leaving another side completely vulnerable or is the max power truly a max power? I wonder if there could be a "simple shield" mode as well depending on the age group or complexity of the mission. One other consideration is the speed at which objects are moving. Look at how shields work in Dune. It is fascinating how the speed affects the use of shields. Not totally to the point, but something that can be explored as well. |
Beta Was this translation helpful? Give feedback.
-
This may be something where it would be wise to not over-engineer the
system. I might suggest one generator for fore, one for aft, one for
starboard, one for port, one for dorsal, and one for ventral. Or, you could
have a primary for each side with an auxiliary that can be used if the
primary is damaged, but which is less efficient. Something like that.
Sincerely,
Ryan Anderson, Ph.D., LMFT, MedFT
Co-founder, Telos U
Executive Director, Telos Discovery Space Center
He/Him
***@***.***
Cell: 801-505-3401
https://telos.org/
discoveryspacecenter.com
…On Tue, May 10, 2022 at 4:18 PM Ben G. ***@***.***> wrote:
I think for now I will stick with directional shields for now, because
that seems to be what the most people would prefer, but I am not completely
sure how we would allocate generators to each side of the shield. I don't
think that it makes the most sense to have each side be required to have
it's own generator as I think that would be overly restrictive on ship
layouts, requiring ships with more complex shield configurations to have
more generators.
What I am thinking is that you could have any generator be responsible for
any number of shields, and if a specific generator goes offline, all
associated shields would be shut down.
What do you think?
—
Reply to this email directly, view it on GitHub
<#281 (reply in thread)>,
or unsubscribe
<https://github.com/notifications/unsubscribe-auth/AWAOTB44ZBJUVPTT2D2EBC3VJLOBZANCNFSM5TXGXWPQ>
.
You are receiving this because you commented.Message ID:
***@***.***
com>
--
*Telos is a* *Proud Member of Choose Mental Health
<https://choosementalhealth.ck.page/7de19e5d70>*
|
Beta Was this translation helpful? Give feedback.
-
For more information about the ship systems discussions, see #224
Shields
Shields are a kind of force field used to protect the hull of the ship from damage. Possible dangers include energy and projectile weapons and small objects the ship collides with in travel.
Shields operate by pulsing space-magic energy at certain frequencies. Different frequencies can block different things better, much like noise-cancelling headphones. This includes phasers, which are fired at certain frequencies, different kinds of radiation, and other forms of harmonic energy.
Shields are projected from the hull of the ship in a bubble shape, with 6 distinct sections, each with their own power consumption, strength, efficiency level, and frequency: fore, aft, port, starboard, dorsal, ventral. These shield sections can be controlled altogether in tandem, or individually, as needed. This includes raising, lowering, and changing the frequency.
Shields can either be raised or lowered. For shields to raise, they require a substantial amount of power. If power is limited to them, they will raise slowly; otherwise they will take as much power as is available, perhaps disrupting other systems in the process. Lowering the shields dissipates the excess power.
While raised, shields consume a relatively small amount of power to stay raised. However, whenever they deflect something, that will decrease their overall strength (measured in percent from 0 - 100%), which will cause the shields to draw power to regenerate themselves. With enough time between impacts and sufficient power, shields could theoretically last forever - with a big caveat.
Every deflection also decreases the efficiency of the shields system slightly, which is different from the shield strength. The more efficiency decreases, the longer it takes for shields to regenerate given the same amount of power. Maintenance teams would have to make repairs to restore efficiency.
This gives much more significance to the cliché "Divert power to the shields!" Diverting power to shields would increase their regeneration rate, which avoids having them fail at some point.
When shields are lowered, the ship isn't entirely defenseless. The ships hull is made of space-magic material that can withstand several energy or projectile weapon impacts. However, the hull cannot be repaired or regenerated easily, while the shields can - reminiscent of the player's shields in the Halo franchise. That's why raising the shields is the #1 tactical moves that will help you win a fight.
Practical Considerations
Shields (along with the non-regenerating hull) serve as the hit-points of the ship. When enemy weapons impact the crew's ship, the game will calculate which shields were impacted and deduct some amount of strength based on a few factors:
As long as shield strength remains above 0%, the hull strength will not be affected by weapons fire. Any damage sustained past the shields reaching 0% will be applied directly to the hull strength. However, shields will continue to regenerate as long as they are raised and have sufficient power. Once hull strength reached 0%, the ship is destroyed.
Naturally, colliding with a planet or starship will have sufficient "yield" to immediately decrease the shields and hull to 0%.
Shields being raised affects how other systems work. For combat to be practical, the crew's weapons should penetrate their own shields. However, stealth fields, transporters, and tractor beams should not be usable with the shields raised. Communications and Probes are iffy, but traditionally they've worked while shields are raised.
Crew and Flight Director Control
Shields are completely automated. The Flight Director should be able to see the current state of the hull and shields, and change them dynamically, but they don't need to watch too closely.
On the sensors screen, the crew and Flight Director should see the shield status as colored indicators around the ship icon. (The crew will have to scan specifically to see the shield status of other ships.)
Perhaps the Flight Director can be notified if the crew's death is imminent.
Standing Questions
Thorium Classic Shields Screenshot
Beta Was this translation helpful? Give feedback.
All reactions