By John Trauger (Vorlonagent) on Tuesday, July 08, 2003 - 06:39 pm: Edit |
It's be interesting to suppose that X1 level opf shields were pretty much IT for4 static shield, but the Powers figured out a way to generate a small set of "swing shields" To differentiate them, we could call them "shield A,B,C,D,E,F" Where A goes to shield 1 and 2, B to 2 and 3 and so on.
We could start with Shields ABF = 8 and C,D,E = 6 and give a Y220 upgrade to 10/8.
There could also be a Y212 upgrade to give the thing the ability to add to the magniture of the shield (shield balanceing against a hellbore). it might come from the manufacturer with the ability to step in after damage is done at the same time as emergyency reinforcement.
By Loren Knight (Loren) on Tuesday, July 08, 2003 - 06:52 pm: Edit |
I thought about lettering them but felt that #1-2 type was more intuitive. No decifering at all, that way. Though on an SSD you might could lable it both ways such as Shield A/1-2, Shield B/2-3 etc.
By Loren Knight (Loren) on Tuesday, July 08, 2003 - 07:00 pm: Edit |
BTW: Different ships would have whatever is good for the design but a guidline for hull size might be what I mentioned in another proposal; 30 divided by size class. Another could be Add the two shields and divid by 7.
40 + 30 / 7 = 10
or
35 + 25 / 7 = 8.57 round down to 8.
It occures to me that blocks of nine and six would be easier on the SSD.
By Jeff Tonglet (Blackbeard) on Tuesday, July 08, 2003 - 09:58 pm: Edit |
What if X2's shields are the same as the X1 ship, then add the swing shields?
Fed CX shields - 40/32/32/32/32/32
Fed DN shields - 45/38/36/36/36/38 (for reference)
Fed XCA - 40-8/32-6/32-6/32-6/32-6/32-8 ?
That would allow the ship to absorb 56 points on the #1 shield. Too much?
If so, then we could try to pull the boxes from the shields.
32-8/26-6/26-6/26-6/26-6/26-8
This would allow the ship to have an effective shielding of 48/40/38/38/38/40, at least on the first volley.
By michael john campbell (Michaelcampbell) on Tuesday, July 08, 2003 - 10:21 pm: Edit |
Quote:Now, 10 points is hardly a gamebreaker on a ship with that kind of shielding, anyway.
Quote:Agreed. The swing points should be the last points damaged, not the first.
By Jeff Tonglet (Blackbeard) on Tuesday, July 08, 2003 - 10:33 pm: Edit |
MJC, your example uses caps-to-ssreo. I'm not reading the rest of it. Try another example.
By michael john campbell (Michaelcampbell) on Tuesday, July 08, 2003 - 10:39 pm: Edit |
Hey...I'm just asking questions about magnitude...I don't really care where it comes from.
By Loren Knight (Loren) on Tuesday, July 08, 2003 - 11:43 pm: Edit |
MJC: I'll answer as it is a fair question. Yours comes from reserve and in the proposal above from which you derive your comment the ten points comes from another shield which weakens that shield (the cost).
Jeff: 56 or around that (even 60) is not too much since to get that you are weakening the other shield. The enemy could actually use that against you if you aren't careful.
By michael john campbell (Michaelcampbell) on Tuesday, July 08, 2003 - 11:54 pm: Edit |
L.K.:
Yeah...actually, yeah...the only way to refresh the shield shunting is with Dam Con ( assuming that it's the first boxes to take the hit and DamCon's pretty restricted ) and Caps-to-SSReo can be refreshed just by slowing down and powering up...I can see the difference.
By Christopher E. Fant (Cfant) on Wednesday, July 09, 2003 - 12:20 am: Edit |
Does anyone other than MJC still want to talk about phaser energy being shunted to the shields?
By Mike Raper (Raperm) on Wednesday, July 09, 2003 - 12:24 am: Edit |
Quote:Oh contair.
The background material shows it's that first to take a hit.
By michael john campbell (Michaelcampbell) on Wednesday, July 09, 2003 - 01:00 am: Edit |
I've got a new idea....let's see how it works.
SHIELD STRETCHING
Arround the time of the development of the X2 ships came the ability to strech shields to protect adjacent shields.
Each sheild can be stretched to take a full 90 degree arc ( but no more than a 90 degree arc ) and there are two possible setting for that 90 degree arc as listed below for each shield.
Shield #1 can be strected to completely cover either the LF arc as well as its regular arc or stretched to cover the RF arc as well it's regular arc.
Shield #2 can be stretched to cover completely cover either RF arc as well its regular arc or the R arc as well as its regular arc.
Shield #3 can be stretched to cover either the R arc completely as well as its regular arc or the complete RR arc as well as its regular arc.
Shield #4 can be strected to cover either the RR arc completely as well as its arc or the LR arc as well as its regular arc.
Shield #5 can be stretch to cover either the RL arc completely as well as its usual arc or the L arc as well as its usual arc.
Shield #6 can be strectched to completely cover either the L arc as well as it's usual arc or the LF arc as well as its usual arc.
There are three kinds of shields, stretched, protected or regular.
No shield may be strected and protected by a strected shield.
Regular shields act as regular shields...funnily enough.
Protected shields when fired on by an attack that passes through the protected half ( protected via the strectched adjacent shield ) shall pass every third point of damage on to the adjacent stretched shield but that sheild shall loos two points of shield per point of damaged past on to it...if the damage is inflicted to the strected shield destroys the streected shield then the further every third point shall simply be applied to the protected shield as though it were a regular shield.
If the strected shield is unfortunate enough to be the target of the attack then determine if the damage is great enough to destroy the shield and if so apply the damage normally but if the damage is not great enough to destroy the shield then double the damage and apply it to the shield but if that destroys the shield then there shall be no flow on internal damage.
Hellbores and Enveloping plasma shall resolve their damage following the above rules and dealing with each shield inividually ( the number of shield boxes on strected shield is still that number even when strected ( or for that matter protected ) for the calculation of hellbore damages.
Seeking weapon shall simply inflict their damage as though they were a direct fire weapon fired from the hex that the seeking weapon was in before it moved into the hex of the target ship.
If a sheild is protected by two adjacent shields that are both strected and damage could be stopped by both strected sheilds ( E.g. a #1 shield is protected by both it's #6 & #2 sheilds being stretched and the target is centerlined ) the the damage shall be resolved as applying groups of five points, with the 3rd of every group of five being applyed to the shield that is clockwise of the shield struck and the 5th of each group being applied to the shield that is anticlockwise of the protected shield.
If a player chooses to strect a sheild he shall note so in the notes section of the SSD with both the number of the shield and the full new firing arc that is to be covered.
It costs the minimum power cost of the ship's shield per turn per shield to strect any one shield and a strect that occours for a fraction of a turn will cost the full turn's cost. The energy is noted by adding it to the Shields value on the EAF.
Any one shield may only be ordered to become strected once in any one turn or order to return to regular once in any one turn but a shield may be order to stretch and then return to normal in the same turn or ordered to return to normal and the stretch in the same turn ( so long as the stretching covered only one addition firing arc ( for that shield ) in any one turn.
The order to strect a shield must be written down and two impulses latter it shall create the protection for the adjacent shield but it shall become vunerable to double damage it'self at the instant the order is given...the order is given in the raise/lower shields step of the impulse.
E.g. A cruisers captain realised on impulse 14 of the turn that he'll be centrelined and chooses to protect its #1 by stretching its #2 & #6, so it shall be noted as 6LF and 2RF in the notes section and 2 point shall be added to total in the "shields" line of the EAF.
On impulse 16 the shield #1 shall act as though it was protected by both the strectched #2 and the Strected #6.
By michael john campbell (Michaelcampbell) on Wednesday, July 09, 2003 - 01:03 am: Edit |
Quote:Does anyone other than MJC still want to talk about phaser energy being shunted to the shields?
By Christopher E. Fant (Cfant) on Wednesday, July 09, 2003 - 01:04 am: Edit |
That is basically the idea that we have already come up with. Ours is far less complicated.
By michael john campbell (Michaelcampbell) on Wednesday, July 09, 2003 - 01:21 am: Edit |
No shield shunting is basically far more complicted.
Damage Via size class.
Special shield boxes indicating which box type is detroyed when.
I mean, the Damage shunting, shield shunting and shield strecting can all be considered the same thing as in the end they have the same final result.
Which is simpletest...I suspect Damage shunting but that feels real Andro to me.
By Mike Raper (Raperm) on Wednesday, July 09, 2003 - 08:01 am: Edit |
You aren't shunting damage, per se...at least, not as I'd originally proposed. You're simply moving boxes of shield protection from one shield to another. Need a little more buffer on #1 because of that Plasma R that's going to hit you? Move over some boxes from your unthreatened #2. It costs you, in that you only get one box of protection for every two you "borrow", but it costs no more power.
Simple enough in concept, and by putting a limit on it based on size class, it doesn't require much book keeping. And, it's not Andro-ish at all. You aren't absorbing damage and putting it into your batteries, and you can't overload your shields so that they explode, or anything.
By michael john campbell (Michaelcampbell) on Wednesday, July 09, 2003 - 09:09 am: Edit |
The net result remains the same.
Damage that should have been on shield X ( read should have gone through Shield X or should have gone through shield X to a greater extent ) gets recorded on shields X-1 and X+1.
.
I'm still partial to Caps-to-SSReo...it puts the ship in more immediate jepardy.
That is forces the ship to do a whole lot less firing on it's next attack run or to slow down to recharge those caps....either result is death in short order....but then so is a WW.
By Mike Raper (Raperm) on Thursday, July 10, 2003 - 09:27 pm: Edit |
So. MJC says he's recieved an email from SVC stating he doesn't like the idea of moving shield boxes around, or caps-to-reo. Back to the drawing board.
Might have to just leave the shields as they are, and concentrate on the SIF idea if we want more durable X2 ships. Either that, or we have to go with the bigger designs that are more durable by nature.
By michael john campbell (Michaelcampbell) on Thursday, July 10, 2003 - 10:10 pm: Edit |
Maybe we should go back to the idea of THE FLAW.
Maybe X2 ships ( in the pre-refit stages ) should be less durable making the captains have to find new methods of keeping the ship out of harms way such as fighting at the effective range of your Ph-5 instead of the effective range of your photons...and then the BPV gets set based on the effectiveness of those capasitites in those tactics.
Still I'ld rather not have a 230 Point XCA.
By Loren Knight (Loren) on Thursday, July 10, 2003 - 11:11 pm: Edit |
I enjoyed searching new ideas for shields and such and the Swing Shields were not exacly what SVC stated there that he didn't like (they are static shields that can take hits from two directions). In any case my submission will still have clasic shielding with 4 point batteries. The shielding will be a bit bigger mostly because the hull size will be bigger (though the XCC is still MC1/SC3).
I think that the ASIF is going to make X2 tough enough. My proposal no longer has small warp needing special protection so the ASIF goes even further to making the ship more durable than its ancestors. The XCC has a CB weapons count and the Y220 upgrade will bring it to a BCH type count. The CM moves up to a CB weapons count.
By Shannon Nichols (Scoot) on Wednesday, July 23, 2003 - 12:49 am: Edit |
Have a question. A X1 ship has just been hit with 80pts of damage. The shield being hit is strength 20. 20pts of of battary power is applied to reduce this damage. How much damage will the ship take.
By Christopher E. Fant (Cfant) on Wednesday, July 23, 2003 - 12:51 am: Edit |
um........40?
By michael john campbell (Michaelcampbell) on Wednesday, July 23, 2003 - 02:12 am: Edit |
Under X1, yeah it's 40.
If you're talking about X2 and using the old supliment 2...well...lets just not go there.
By Shannon Nichols (Scoot) on Saturday, July 26, 2003 - 01:31 am: Edit |
How about power applied to direct shield reinforcement in the EA phase generating 3pts of shield. An during the turn from reserve power 2pt. General reinforcement would be 2pts during the EA phase and 1pt during the turn. Power being applied to counter damage during the turn from reserve power would still be 1 for 1. Also half the general reinforcement shield points not used in one turn could be carried over to the next turn. The max amount of points carried over could not exceed a ships DC rating.
By michael john campbell (Michaelcampbell) on Saturday, July 26, 2003 - 02:09 am: Edit |
Quote:An during the turn from reserve power 2pt
Quote:Also half the general reinforcement shield points not used in one turn could be carried over to the next turn. The max amount of points carried over could not exceed a ships DC rating.
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