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Shield Enhancements


EasternGamer

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While shields haven't even been introduced into the game, it appears so far that they will appear to only posses resistances to damage types...
image.thumb.png.19b43e76f86ae5bd49879986f6b436b9.png
As evident here, though I could be wrong.

However, assuming I'm right, they could be even more involved and interesting.

Premise
First off, while no real energy shields exist, often in Sci-Fi, they're purely energy based and that protects incoming attacks either by deflections or absorbing attack at the lose of energy.
Since shields are energy based, they should have "affinities" towards different types of impacts.
Without any actual power system in place yet, shields are most likely going to be have some temporary system for power based off the core or the size of the shield.
With that in mind, shields which are designed for L core ships should only function on L cores. But... an L-core will probably have the strongest shield, so how do you balance L-core shields?

The Suggestion

As said before, shields most likely have a % resistance towards things like thermal, kinetic, electromagnetic and antimatter damage. It's a good start, but it could be better. Let's take a moment to think using Sci-fi logic.
Shields are energy based, thus, impacts which more closely relate to direct energy should be more effective than other attacks. This should in theory mean that lasers are very weak to shields because it is a pure energy vs energy impact. Lasers shoot photons of a specific wavelength and on contact with a surface, heat that surface up, vaporizing it. But shields could instead, through the magic of Sci-fi, absorb that incoming wavelength.
Different size shields would have a different tuned wavelength, which can't be changed.
Different size lasers will have a different wavelength and as such would perform better or even ignore a shield entirely.

Then, for other weapon types, physical projectiles should have more penetrating power or overall shield damage than other forms. Take for example rails.
Rails are meant to penetrate, thus they should do the same, doing moderate damage to shields while still doing damage to the underlying voxel.
Cannons and missiles should fail to penetrate but do more significant damage to the shield itself.

Lastly, as shield HP decreases, the chance of an incoming attack ignoring the shield should increase. i.e., at 10% remaining, one in two shots should ignore the shield and hit the voxel below.

Since that was a little messy to explain, here are two example scenarios.
 

Example #1
	Ship A is an L-core with an L-shield, equipied with L-Lasers.
	Ship B is an L-core with an L-shield, equiped with M-Lasers.
	Ship B fires on Ship A, penetrating the shields slightly, causing voxel damage and a little damage to shield HP.
	Ship A fires on Ship B, no penetation but does more damage to shield HP than Ship B did.
	...
	Ship B's shields will fail first, but Ship A has taken far more voxel damage.
	...
	Ship B wins the fight as they switch to using L-Lasers once the shields are down.

Example #2
	Ship A is an L-core with an L-shield, equiped with L-Lasers.
	Ship B is an L-core with an M-shield, equiped with L-Rails.
	Ship A fires on Ship B, doing good damage to shield HP.
	Ship B fires on Ship A, doing moderate damage to shield HP and good damage to voxels below.
	...
	Ship A's shield fails first, followed by Ship B's a little bit later.
	...
	Ship B wins as it had received little damage to the underlying voxel while ship B was practically untouched until the shields fell.

 

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