Shields

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Why do they intend to settle on one type of shield only? They showed various forms of shields... why can't they put them all into the game? Having different shield types/forms would only make the world more plausible.

In fact, abundance of legacy technology makes a world become more real.

Alex
 

Stachel

Banned
100% agree! It is more plausible and would look extremely cool if there is variety to common technology, even just aesthetic. I like the idea of iterations still being in use and more advanced, more cutting edge technologies being better proliferated around the core systems. I like the idea of each nation having its own character and preferring or focussing on slightly different philosophies/designs.

Older doesn't have to mean worse (although in some cases it should obviously), but it could mean less efficient or just 'different' in certain ways. More power less buffer, more power more buffer vulnerable to sustained drain or overload etc etc etc. I would love to see the full range of shield aesthetics represented!

Additional thought: it would be really ace if Mr. Braben applies his procedural generation to item and market spawns so that no two shield generators are identical. No two lazors are exactly as efficient etc.
 
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Philip Coutts

Volunteer Moderator
Valid point. This could even be something added in as a dlc later on if times pressing. So for release they have one shield type but add in the others later. It would help to make the ships a bit more individual if you could pick different shields and even colours.
 
That's a good question indeed... I love "all" shield effects... No a particular one, so 100% agree with you...
 
How it is done depends on how cosmetic it is. The impression I got is that the shape and size of the shields has an effect on the game. I suppose this would need to be playtested for balance before implemetation.
A purely cosmetic choice would be just an interface choice that could in theory vary from game client to game client.
 
They already have the various types available and they at least have done some initial testing. I don't mind if they, for example, give a very old and cheap transport ship the large shields which you can fly under. It's old and cheap technology. Probably also still sees some fair amount of use.

Alex
 
Why do they intend to settle on one type of shield only? They showed various forms of shields... why can't they put them all into the game? Having different shield types/forms would only make the world more plausible.
What we saw weren't really differing types of shields but differing designs for A shield. But if there is scope for developing shield types that serve some purpose in game there is no reason why they couldn't use different designs. It could server as a tactical edge, being able to work out what the enemy has by taking a few pot shots and deciding how best to bring it down or make your escape.

One way to introduce different shield types would be as a response to different types of weapons i.e. lasers, particle beams and slug throwers. Some shields would be optimised to absorb or dissipate energy from one kind of attack but would not be as effective against another weapon type.
 
As I see it, it's difficult to tell whether having different shield types are the way the Frontier team are going.

I think there are more interesting ways they could make combat ship design more involved. Their concept as of the time of FFE (and it seems common with the rest of the 'Elite' series) is that everything you buy is essentially self-powering and recharge rates are independent from each other.

What would make a far more fundamental change would be if you factored in power generation, power consumption, and power storage on a ship-wide basis (for instance) you could treat your ship a bit like the human body.

Background Power Generation - Converting food to usable energy - Hydrogen Fuel
Power Storage - sugar in the blood, muscles, etc - Battery packs
Background Power consumption - Breathing, normal thinking - Ordinary Systems Consumption (Scanners, running lights &etc)
Extra-ordinary Power Consumption - Firing weapons, running with raised shields, jumping, hull repair systems &etc)

Why? Depending on how it's implemented, it adds more interesting dilemmas.

So when you fire your weapons it depletes your overall energy storage, rendering (for instance) your shields less resilient. This might stop people blatting their lasers everywhere, and instead switch to less power consuming kinetic projectiles if it looks like it's going to be a long fight (unless you're beyond the frontier and want to conserve ammunition).

Maybe you have a Plasma Accelerator, but to use it you have to take your shields practically off-line because it consumes so much damn power.

Do you maybe put an additional power-plant or high-capacity battery pack on your ship (in concept a little like the laser cooling booster or energy booster, but combined and maybe in addition to...) which gives you that unexpected combat boost that turns the tide against the pirates.

If it's balanced correctly, and the annoying elements are automated (like switching your drinks cabinet off when you're in combat mode, or a better example) that kind of system could be one possible basis for making personal ship design really interesting.

All I'm saying is that 'different types of shields' is a pretty small ask. I'm pretty sure we'll see Frontier delivering some more fundamental changes and enhancements to their system than that. I hope so, anyway.
 
As I see it, it's difficult to tell whether having different shield types are the way the Frontier team are going.

I think there are more interesting ways they could make combat ship design more involved. Their concept as of the time of FFE (and it seems common with the rest of the 'Elite' series) is that everything you buy is essentially self-powering and recharge rates are independent from each other.

What would make a far more fundamental change would be if you factored in power generation, power consumption, and power storage on a ship-wide basis (for instance) you could treat your ship a bit like the human body.

Background Power Generation - Converting food to usable energy - Hydrogen Fuel
Power Storage - sugar in the blood, muscles, etc - Battery packs
Background Power consumption - Breathing, normal thinking - Ordinary Systems Consumption (Scanners, running lights &etc)
Extra-ordinary Power Consumption - Firing weapons, running with raised shields, jumping, hull repair systems &etc)

Why? Depending on how it's implemented, it adds more interesting dilemmas.

So when you fire your weapons it depletes your overall energy storage, rendering (for instance) your shields less resilient. This might stop people blatting their lasers everywhere, and instead switch to less power consuming kinetic projectiles if it looks like it's going to be a long fight (unless you're beyond the frontier and want to conserve ammunition).

Maybe you have a Plasma Accelerator, but to use it you have to take your shields practically off-line because it consumes so much damn power.

Do you maybe put an additional power-plant or high-capacity battery pack on your ship (in concept a little like the laser cooling booster or energy booster, but combined and maybe in addition to...) which gives you that unexpected combat boost that turns the tide against the pirates.

If it's balanced correctly, and the annoying elements are automated (like switching your drinks cabinet off when you're in combat mode, or a better example) that kind of system could be one possible basis for making personal ship design really interesting.

All I'm saying is that 'different types of shields' is a pretty small ask. I'm pretty sure we'll see Frontier delivering some more fundamental changes and enhancements to their system than that. I hope so, anyway.

This sounds quite similar to what I had in mind for the space game I was coding. Relatedly, I had design inter-planetary around a series of jumps (or high speed sprints) with a recharging period after each leg - which would give nearby pirates an opportunity to attack. So you had to manage energy (and routes) there too.

Anyway I am all for it for as long as it is not too complicated in combat. A bit complication is okay... as far as forcing tactical decisions goes... as long as it doesnt detract from the action, I guess.


Alex
 

Powderpanic

Banned
Why do they intend to settle on one type of shield only? They showed various forms of shields... why can't they put them all into the game? Having different shield types/forms would only make the world more plausible.

In fact, abundance of legacy technology makes a world become more real.

Alex

The shield meta is changing.

There are 3 modifications you can do and 3 different types of shields.

Modifications give you either higher base MJ, thermal resistance bias or a kinetic resistance bias.

Then you have three types of shields Standard, Prismatic which is heavier and stronger and Biweave which is weaker but rebuilds faster.

At the moment most people go with a thermal shield and apply an equal measure of resistance and heavy duty boosters to increase the MJ.

With 2.3 the stacking to produce very MJ is being reduced and I expect most people will either go for the best they can with Prismatics and leave the fighters earlier or go with a biweave fitting hull tank and rely on speed and skill to survive.

I hope that helps
 
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