Could I get a clarification Mike Evans, please.
Does additional cargo mass weaken shield strength in relation to the hull mass equation for shields?
Thanks.
Nothing to do with the armour. The ship's "Hull Mass" is the limiting factor for shields and that is static and doesn't change based on your load out. Adding armour would increase the ship's total mass, not hull mass so it doesn't matter.
Could I get a clarification Mike Evans, please.
Does additional cargo mass weaken shield strength in relation to the hull mass equation for shields?
Thanks.
Imagine the shield generator as having a finite resource that it uses to produce a shield. Spreading that resource other a larger area will result in a weaker shield at any single point. A smaller area would result in a stronger shield at any single point. With that scheme in place it makes sense to alter the strength of the shields based on some factor of size so that a puny sidewinder shield can't just provide an Anaconda with a reliable and strong shield when the anaconda is huge in comparison (it/s not fair and makes no sense).
Hey Mike, just wanted to say thanks for taking the time to explain this stuff, and am very glad to hear that we'll be getting some more useful numbers in outfitting. Can't wait.Sure but I like to think that you're over doing it both ways even if one way happens to be better overall. I would argue we need a secondary effect whereby the further from the optimal you are the more heat it generates or something so there is a trade off.
Hey Mike, just wanted to say thanks for taking the time to explain this stuff, and am very glad to hear that we'll be getting some more useful numbers in outfitting. Can't wait.![]()
+1. Threads like these are like finding a pristine metallic ring![]()
Think in terms of the ship itself driving the strength of the shield and the generator just augmenting the final resistances and what not. Some ships just have better base shield strength built in and the generator can make that better or worse.
Mike already touched on this in one of his posts:I don't understand the logic behind providing a differential between a shields rating, class, maximum mass, optimal mass, and then attaching base shield power to the hull.
It would mean that the generator itself is the minor factor when determining the shield strength of the craft. More a modifier than a provider.
It would seem that the cost of a larger shield on a smaller ship becomes less economical. The base shield strength of a small ship being lower.
This brings up the question "If a larger shield is supposed to be more effective when shielding less mass, but a smaller ship has a lower base shield strength than a larger ship, why bother with mass adjustments?".
It seems like four people all sat in different rooms and came up with the shield system, then piled their work together and called it a day.
None of it makes sense.
Mike already touched on this in one of his posts:
https://forums.frontier.co.uk/showthread.php?t=102277&page=2&p=1584275#post1584275
Essentially, the devs want different ships to be able to have different shield strengths as a property of the ship (this allows them to use a strong or weak shield as a balance factor between ships).
They don't want to have a unique line of shield generator modules for each ship (as this creates a bunch of extra hassle for them to manage).
Having base shield strength be a property of the ship that is modified by the size and rating of the shield generator you fit achieves both of these goals.
I don't see how. You still have a lot of choices about what class and rating of generator to fit (or even whether to fit one at all), and those choices have meaningful consequences in terms of what shield rating you end up with, what mass and power draw the shield generator adds to your ship, and what you have to give up by using the slot for a shield generator instead of the other modules you could fit in that space.Shield strength as a property of the ship nearly eliminates the purpose of customization.
Erm, ours? You can fit a 911 engine in a VW beetle, but it won't give you the same performance as in a 911. You can fit a top of the line 3D card in a five year old PC, but it won't give you the same gaming performance as in a brand new, top of the line machine.The shield you put on your cobra costs just as much as the same shield put on your viper, but produces half the effect?
Where and in what universe is this logic?
Erm, ours? You can fit a 911 engine in a VW beetle, but it won't give you the same performance as in a 911.
That's not what I was trying to say. My apologies for any confusion.So an engine is is minor player in the top speed of a car?
Well, I guess it depends on your tolerance for techno babble.The only component which draws power from the ship power plant for the shields is the shield generator, therefore logically based on it's name and power draw one can safely assume that device "generates" the shield.If a Python with and A6 has twice the shield strength of an ASP with an A6, this not only violates conservation of energy, it just doesn't make any sense. The hull must generate the shield and the generator just boosts it, fine where does the hull get power from? WHy does the ship have no shield without a generator?
This system just makes no sense, you would have to really stretch some techno babble to even begin to explain it.
With respect, you're just making an arbitrary judgement about what makes sense to you personally, and using it to justify a criticism of the game design.It is a heavy handed and boring approach to balance while there are obvious other approaches. The generator should generate a certain strength shield modified by hull mass (hull surface area would make more sense), having a minor hull efficiency factor might make sense, but you should never see a larger ship have a stronger shield than a smaller ship with the same generator. If the larger ship should have stronger shields it should fit a bigger, more power hungry, more expensive generator, maybe even allow fitting multiple generators on larger ships.
Perhaps shields are actually projected by multiple 'shield emitters' that are built into the structure of the hull of the ship, to which the shield generator provides power or energy in some form. Perhaps some ships have particularly well-placed or efficient or otherwise advanced shield emitters, which allow the ship to project a stronger shield from a given level of input from the shield generator, while other ships have badly positioned or inefficient or just plain cheap shield emitters that can't project the same strength of shield from a given level of input from the shield generator.
Of course, if you think those are the wrong goals, or that there's a better way to achieve them without significantly increasing complexity, I would humbly suggest that the devs might find that kind of feedback much more useful than whether one variety of handwavium makes more sense to you than another.![]()
MajorLag said:The only component which draws power from the ship power plant for the shields is the shield generator, therefore logically based on it's name and power draw one can safely assume that device "generates" the shield.If a Python with and A6 has twice the shield strength of an ASP with an A6, this not only violates conservation of energy, it just doesn't make any sense. The hull must generate the shield and the generator just boosts it, fine where does the hull get power from? WHy does the ship have no shield without a generator?
This system just makes no sense, you would have to really stretch some techno babble to even begin to explain it.
A ship that inherently has a weaker projector array (say a Cobra) won't be able to translate it's A rated generator's output into real shields as effectively as a ship that mounts a more efficient projector array. The Shield Generator just generates raw juice, but it needs the projector (which cannot be changed) to effectively push the juice into a shield shape.
This is just a variation on efficiency. What your essentially saying is an ASP wastes twice as much of it's generator output compared to a Python. It is an explanation, it doesn't account for the conservation of energy, which makes it illogical, its just not intuitive. Basically an ASP has an extremely inefficient design at an extreme level to the point of being laughable.
I thought the power plant created the raw juice? So yeah another call for this being related to efficiency <snip>
My problem is that the way shields are designed it makes it hard to reason about them. They follow no consistent pattern, same generator on larger ship, less or more protection? Impossible to answer, go look up magic hull shield number instead. This stems from a core logical inconsistency. Even fiction must have logical consistency or we will reject it.
again the Asp is now somehow half as efficient as the Python but doesn't generate excess heat? I guess it's emitting all that wasted energy out into space, but isn't creating a bigger signature?
Still don't understand why they don't want to do bespoke generators while basically having bespoke generators.
In a completely unrelated example, take the Engine mounted to a Cirrus Vision SF50 "Very Light Jet". It is a jet powered General Aviation Craft with minimal passenger / payload capacity. According to the manufacturer's website, it has a jet engine that produces 1800 lbs of thrust.
Compare this to military engines that produce ~15000 lbs of thrust / 24000 lbs with afterburner (source wikipedia -- numbers rounded to nearest 1000). I certainly will admit this is comparing apples / oranges / fruit of your choice - but the point is that there can be an extreme difference between something that is built for a combat platform, and something else that is built for a multirole / civilian platform.
As for excess heat -- who says that it has to be emitted, or wasted? If I have two 1,000 gallon tanks (the stuff our shield generator has made for us), and poke a hole in the bottom of the tank and fit a "spigot" to it (our emitter) the first one being a 4" pipe (military grade), and the second one being a soda straw (civillian grade) -- does the excess water in the tank do anything except sit in the tank? I think of the "magic hull shield number" as the limiting factor in our shields scenario, and regardless how big a tank you put on there (yes you'll get more water pressure out of the soda straw with a bigger tank, but you're still rate limited) you won't get past a certain result.