Good idea Schematicsninja. That would work out even better than the 1 second period I mentioned earlier. Having shield damage resistance increase after a hit only to then drop exponentially back to normal would be far more logical. It even fits with my Tech Lore about missile/shell and plasma/particle hits to shields leaving debris/gases near the shield surface which would momentarily interfere with further income weapons fire. The end result of which would decrease weapon damage get
Paradoxnt
I wouldn't say my Tech Lore described above has no physical sense. Let's say a missile/torpedo/shell hits the shield and is blown to pieces. These pieces could get in the way of other incoming missiles/torpedoes/shells, thereby reducing their damage potential. As for plasma/particle weapons, they also would be halted by the shields. Plasma and particle residue hovering near the shield surface would then momentarily interfere and decrease the damage potential of any other inco
Right on Schematicsninja, glad to have you aboard. I think we both deserve cookies. The shield system I described above is probably the best way to lower (but not necessary totally end) focus fire tactics. Blair's "This is very very close" statement clearly means that...it is very very close
Hehe, thanks Blair. Yippeee for me! I got a cookie...sorta:)
If I am right, I do hope Blair gives me a cookie. Blair has posted that the shield system is designed to reduce micro focus firing tactics. Here is my best guess on how Ironclad could do this. When shields get hit, they will get a % bonus to resisting damage for a second or so. This means that for that second after the shields take a hit, they will be more effective at minimizing the damage from any further weapon hits. Once the second (or whatever time span) is up, shields
Okay, did I miss something here. Is SoaSE implementing a fast food chain? Hehe, I am already seeing the creation of a new playable race here. Burger King breaks away from the TEC to form their own Fleet High Command. Part of their strategy is to sell high calorie junk food to their enemies in order to make them too ill and sleepy to fight back. Hmmm, wait a second here. This is starting to resemble real life too much. I had better stop before the Feds use the Patriot Act t
From what I've read so far, there won't be any ship capturing or ramming in SoaSE. Hopefully, those abilities will be included in the editor for modders though.
Hi Blair, I hope you read this. Your posts seem to suggest the shield mechanics are meant to avoid/minimize the standard micromanaging tactic of sequential target focus fire. If that is the goal, then here is my 1.5 cents on to do it. Each time shields take a hit, they should get a % bonus on resisting damage from any further hits for the next second or so. This would reduce the effectiveness of focus fire to some extent, and allow players to concentrate on other issues.
I have to applaud Ironclads decision to make effective weapon ranges of 20+ kilometers on capital ships. I just want to say that the longer the weapon ranges, the happier I will be. Of course, these ranges are no where near those of real life weapons. Still, it beats the point blank ranges found in most space combat games. Also, I get that Ironclad needed to have fleets close enough to make battles fun and look good. As for Spinal Mounted Weapons, I believe that I've read that the T
Blair has said that ships in Phase space can't change directions. Once they arrive at the target, they can then be redirected.
I think they work the same for all, although some races might have upgrades to the shields based on research or by building ship modules
You wouldn't keep shield power low, because then only a few hits would take them out completely. But what I think you are trying to say is why not keep the shields on an efficient low power setting, and slowly apply more power as the shields get damaged. The problem is what happens when that low powered shield is hit with several shots at once and fail entirely before you can compensate = dead ship that would have survived had the crew not been stingy with shield power. It makes
Good point Schematicsninja. We definitely took Blair's word's extremely literally. So from what you are saying, shields reduce pass through damage to the hull by an increasing % as the shields weaken. Hmmm, logic would suggest the opposite would happen. Still, maybe it could be explained that the shield generators become less efficient the more power they have to maintain within the shield field. So that would mean that the less power the generators need to manipulate within
ANTIMATTER AND PHASE DRIVES: Yeah, Phase drives really should require some antimatter to work. Most of the problems I mentioned in my post above could be solved by Phase Drives requiring only a minuscule amount of antimatter to engage. At least then it could be logically explained that it only requires a small amount of antimatter to jump ships in and out of phase space, but once they are in phase space they can travel using conventional drives. That conforms well with the sc
Hmmm, I really hope they don't do that with shields. It would make no sense that certain weapons can take a shield down to a certain point, but then no further. That's just Crazy Talk! Besides, Blair's post said nothing about anything like that. Personally, I think we are all missing some critical detail about the whole "shields get stronger as they take damage" thing. If Blair could further clarify, I would be eternally grateful. I was also bit confused about his post that Phase D
I am going to back TheGreatEmperor on this one. Look at what Blair says about shields. "Shields have a capacity for damage. When they reach zero, the hull of the ship starts taking damage." What he is saying here is that only once the shields fully fail does the hull start to take damage. This seems to mean that as long as the shields are up, the hull won't take any damage. In the next sentence Blair says "As shields are reduced they will become more effective at mit
Hmmm, while I've read this before, I still don't get the whole shields getting stronger from taking a pounding. I mean, does this mean that the first weapons that strike a shield transfer some of the damage through it? Does it then mean that as the shields take more damage, they get better at blocking damage that gets through? For the developers to say shields get stronger the more they are damaged, there has to be some damage getting through (at least at the start of the fight). Oth
Greetings, I am a huge fan of space strategy genre games and have recently heard of SoaSE. I have a lot of suggestions, and even if they aren't used in the standard game, they would be great to be included for modding purposes. Here are my many suggestions for SoaSE (in perfect English, no less). -shields: As shields take damage, there should be an increasing chance that weapon hits pierce them. Once shields have reached 100% damage, they disappear entirely. Maybe powerful weapons