Archive through November 09, 2003

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: X2 Shields: Archive through November 09, 2003
By Shannon Nichols (Scoot) on Saturday, July 26, 2003 - 12:04 pm: Edit

Right now X1 ships can raise 2pts of direct reinforcement shielding, as I understand it. On impluse 8 I direct reinforce shield one with 5pts of reserve power. This would generate 10pts of shields. So on impluse 12 their would be 10pts of shield reinforcement there, to stop damage. Am I understanding the current X1 rules correctly?

By Jeff Tonglet (Blackbeard) on Saturday, July 26, 2003 - 02:17 pm: Edit

Shannon, you're mistaken.

Specific reinforcement - 1 point of power provides 1 box.

General reinforcement - 2 points of power provides 1 box.

There are no changes to this in the X1 rules.

By Geoff Conn (Talonz) on Saturday, July 26, 2003 - 03:14 pm: Edit

They took that out in the Xrevision then?

By John Trauger (Vorlonagent) on Saturday, July 26, 2003 - 03:56 pm: Edit

The 2-for-1 specific reinforcement was never in Captains X1, Geoff. It wasn't in the X1 playtest or even the Advanced Missions X1 preview.

It's a Old X2 thing and should be left buried with Old X2. It's just too good.

By Shannon Nichols (Scoot) on Saturday, July 26, 2003 - 06:01 pm: Edit

Thanks for clearing that up.

By Shannon Nichols (Scoot) on Saturday, July 26, 2003 - 06:12 pm: Edit

Consider this. In the EA phase allow ships to direct reinforce their shields for 2:1, and general reinforce 1:1. But limit the amount of power that could be applied this way to a ships DC rating. Power applied over this limit would be at the standard rate. You want to get a edge, you have to plan ahead.

By michael john campbell (Michaelcampbell) on Saturday, July 26, 2003 - 10:50 pm: Edit


Quote:

Consider this. In the EA phase allow ships to direct reinforce their shields for 2:1, and general reinforce 1:1. But limit the amount of power that could be applied this way to a ships DC rating. Power applied over this limit would be at the standard rate. You want to get a edge, you have to plan ahead.



Whilst that might work if we HAVE to have some kind of improvement, I'm not sure if just more shield boxes would be better.


I mean, if a take my Fed XCA with here 48 shield boxes on her #1 shield and hold four 24 point photons and run H&K and EW and running Tacs.
My 4 Saucer Warp and 2 AWR and 4 Impulse and 48 Warp are expending ( counting S-Bridge ) 5 HK, 12 Holding, 8 EW, 8 TACs and is able to put 25 Power allocated to SSReo and it has another 15 points in the BTTYs ( and after than BTTY refit 20 points ).
So an enemy comes in against the starcaslter and must do 98 points of damage against that reinforced shield if the starcastler wants to keep his BTTY and 113 points of damage if he wants to kick the BTTYs in and 118 if the BTTYs had the BTTY refit.


What can the enemy throw around.
Under attack by 2D5X, one @ R1 and the Other at R3, the Fed would take ( both obliqueing but the Fed Taced to point the shield at them ) 70.66 from the first and 47.66 for 108.33 points of damage.

At just shy of 400 BPV from those D5Xs that starcastler is just too good at being a startcastler...with S-Bridge and t G-racks to knock down four of the inccomming drones, the ramaining four can be dealt with by tractors if needed ( which is unlikely ) and 8 bearing Ph-5s...because TACs will let it get all 8 to fire.
It'll also inflict 96 points of damage right back at ( and take some huge amount of feed back damage ( 24 points ) unless if fires at the R3 target or when the R1 target moved to R2 ).

All in all the 2:1 ratio on preplanned SSReo will in the end force the X2 ships to be the absolute kings of star castling and I fior one don't want to see that.


A 130 BPV XFF would easily be able to find 15 points of power to pre-allocate and be running around with a full starcastling cruiser's SSReo...plus another 9-12 BTTY.
I wouldn't like to see that, I'ld rather see a ship try to manouver around with a top speed of 32 and see where that takes the ship, rather than having starcastling as the MOST PRODUCTIVE option.

By Shannon Nichols (Scoot) on Saturday, July 26, 2003 - 11:17 pm: Edit

MJC what I am saying is that if your XCA had a DC rating of 6. It could apply a max of 6pts of power in the EA phase to generate 12pts of shields. Then the other 19pts that would be applied would generate shields at 1 for 1. For a direct reinforcement of 31pts, not 50pts. This would only be 6 more than what is generated under
the current rules.

By Shannon Nichols (Scoot) on Saturday, July 26, 2003 - 11:28 pm: Edit

Another option would be to make shields tougher to damage. Make X2 shields better able to withstand phaser fire. After each phaser has fired, and been adjusted for EW, crew. ect, take the resulting die roll and apply a +1 to it for damage resolution. Column shits to the right might be considered.

By michael john campbell (Michaelcampbell) on Sunday, July 27, 2003 - 09:50 pm: Edit

Having an every X2 shield takes less Phaser damage may well be the only way to give the shields some kind of improvement.

By Jeff Tonglet (Blackbeard) on Sunday, July 27, 2003 - 11:14 pm: Edit

Remember the KISS principle.

Every improvement has to be weighed against how complicated it is, compared to the X0 rules.

By Shannon Nichols (Scoot) on Monday, July 28, 2003 - 12:30 am: Edit

Has the idea of reserve shields been brought up yet? What if X2 ships have a primary and secondary set of shields. The primary set is raised as normal. Secondary shields would be raised individually. Only after the primary shield it is replacing has been lowered or destroyed. The secondary shield would only be half as strong as the primary shield it is replacing. Would cost half the cost of raising priamary shields to full strenght. FF/DD .5 power, Ca 1 power, DN 2 power. So a Ca with all 6 secondary shields would be using 6pts of power. The primary shield being replaced by a secondary shield could not be repaired whild the secondary shield is up. Secondary shields would cost twice as much power to repair as primary shields. It would take 6-8 impluses to raise a secondary shield to replace a primary shield. A secondary shield could not be started to be raised until the primary shield it is replacing is down. So there would be a 6-8 impluses window of no shield coverage.

By Mike Raper (Raperm) on Monday, July 28, 2003 - 03:51 pm: Edit

Working on an idea about this. Up until now, we've been focusing on tweaking reinforcement, or on adding secondary defenses like SIF's or "seventh shields". Thought about it some, and came up with a possible new solution.

The problem with making reinforcement easier is that it allows you to toss up a brick that can be difficult if not outright impossible for some ships to penetrate. So, I thought that instead of making reinforcement better, maybe we could simulate advances in shield repair by allowing X2 ships to repair shields at twice their current damage control rating. Figure an XCA with a top rating of 8 would be able to repair 16 boxes total in one turn. That lets the X2 ship have better protection for longer, but since they can't repair above the normal maximum for the shield, they can't as easily toss up a reinforcement brick.

By michael john campbell (Michaelcampbell) on Monday, July 28, 2003 - 08:56 pm: Edit


Quote:

Has the idea of reserve shields been brought up yet?



An internal rotating shield that springs up to take damage on a shield that has be brought down.

At least the juggernaught had a rotating shield over armour.

If we say the Juggernaught gave us the rotating shield then we'll ( ADB'll ) be hounded until Ph-4s mounted on ships is allowed.

By michael john campbell (Michaelcampbell) on Monday, July 28, 2003 - 08:58 pm: Edit


Quote:

Figure an XCA with a top rating of 8 would be able to repair 16 boxes total in one turn. That lets the X2 ship have better protection for longer, but since they can't repair above the normal maximum for the shield, they can't as easily toss up a reinforcement brick.



You might want to read my post on reinitialising the shields...it might float your boat.

By John Trauger (Vorlonagent) on Monday, July 28, 2003 - 09:04 pm: Edit

I believe rotating shields are on the auto-reject list.

By Mike Raper (Raperm) on Monday, July 28, 2003 - 09:10 pm: Edit

Actually, it isn't. Not saying I'd use it, but it isn't on the list. Strangely, off-set firing arcs like we've discussed in other threads are.

By Shannon Nichols (Scoot) on Tuesday, July 29, 2003 - 04:25 am: Edit

If double shield repair proves to much in play testing. How about allowing it, but only the max repair to any one shild be equal to the DC rating

By Kenneth Jones (Kludge) on Tuesday, July 29, 2003 - 09:07 am: Edit

I like the idea of easier shield repairs. balancing it maybe tricky though.

It's something else a 2X ship can do. But it cost's a good bit of power reducing combat performance. Unless it can break away from the fight for a few turns and then come back refreshed.

(Something any ship can do. Just 2X can do it faster.)

By John Trauger (Vorlonagent) on Tuesday, July 29, 2003 - 12:44 pm: Edit

Your're still accentuating the eggshell.

That's why I'll stay with a ASIF and maybe some smaller shield bennies.

By Mike Raper (Raperm) on Tuesday, July 29, 2003 - 06:51 pm: Edit

Actually, that's not quite true. Using Excel and running a bunch of numbers on average total damages over range, I compared the total average damage output of a CX and my XCA I posted yesterday. I then averaged out the percentages for an agregate score, and came up with a total average damage variance of 14%, in favor of the XCA. However, the total shielding available even without any improvments showed the XCA to have an average of 18% more available shielding. Making the eggshell syndrome worse would mean the reverse; that the XCA would increase in damage capability over shielding. A few notes about this little study:



This comparison is giving me exactly the kind of ship I want to propose for X2; one that is only marginally more powerful in combat than the CX, but has the potential to be much, much better.

By Loren Knight (Loren) on Wednesday, July 30, 2003 - 11:48 am: Edit

Some were talking about transporting through shield and I don't think it's a good idea but...

If it were to happen consider, perhaps, might X2 be able to transport through minimum shields and that X2 be able to drop single shields to minimum. Since minimum shields are the first to go it would only be useful early in the game. The ability to drop individual shields to minmum (and minimum shields cannot be reinforced) has other tactical possibilities, too.

By Xander Fulton (Dderidex) on Monday, August 11, 2003 - 04:03 pm: Edit

What about a second shield layer (or third, if you count reinforcement).

Think of it as an always-on reinforcement layer. Very small, maybe no more than 5 or 10 points. But, each of the six shields has this layer (just drawn as another small layer of seperate boxes outside each group of shield boxes on the SSD), and it is 'up' as long as any boxes remain in that shield.

Damage is applied to this first (just like regular reinforcement), and it is available new and undamaged every turn (at EAF) as long as it is 'on' (just like regular reinforcement). Maybe even require more power for it, so shields would be 3 power: 1 (basic) + 1 (full) + 1 (X2 reinforcement)

It would basically be *exactly* like 60 pts of power put into specific shield reinforcement divided evenly among all the shields. Only, the shield grid itself generates this 'power' and it cannot be used for anything else. (Or, maybe, like I suggested, 5 points of 'reinforcement' per shield, whichever way testing suggests)

By michael john campbell (Michaelcampbell) on Monday, August 11, 2003 - 07:10 pm: Edit

I'ld rather just mark 5-10 boxed per shield as regenerative boxes ( hey, make the klingon have a lean and mean 10,10,5,5 approach whist the Feds and Gorns go for the bigger padding 10,10,10,10 ) that refresh themselves back at the start of every turn ( even though they are always the last to be destryed ) ( though not within 8 impulses of being brought down.

Say:-

`


instead of



As that would save space on the SSD.
Although I'ld not too fond of this idea as it basically gives you my reinitialised shields without a much higfher dependability which I'm not really form, as there should be legitimate reasons to generate GSReo.

By George M. Ebersole (George) on Sunday, November 09, 2003 - 05:38 am: Edit

Some of the shield proposals are;

1) Hard outer shield or layered shielding, where a "permanent" row of five to ten boxes would screen out that much damage prior to the ablative shielding being hit. Perhaps such a device has a generator of somekind that can be destroyed. Maybe it only covers one arc at a time?

2) Weapons' tuned shields; shields that more robust against one type of weapon than another. Perhaps they stop damage ona 2 to 1 ratio for whatever weapon they're tuned for, but take hits one a 1:1 or 1:2 for all other weaponary.

3) Shunting; allowing the owning player of the attacked ship to divert a percentage (40%?) of a volley to the two immediately adjoining shields. Example; a ship takes 10 points of damage, but shunts 4 of those points to two other shields, broken up as two 2-point volleys on the adjacent shields. Perhaps this ability would cost energy. Perhaps said energy can only come from reserve power.

4) Combination Shield-PA panel tech. Damage breaching the shield would get absorbed before damage was allocated on a breached shield.

5) Strengthen current ships' shielding by adding boxes.

6) Allow phaser capacitors to act as reserve warp, and allow their energy to be allocated to the shields.

7) Ship integrity fields; acts like component shielding from New Galaxy races.

8) Energized Hull Armor, essentially a unidirectional shield layered underneath the ships normal outter shielding.

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