Shield Frequencies - Printable Version +- Hazeron Forums (https://hazeron.com/mybb) +-- Forum: Shores of Hazeron (https://hazeron.com/mybb/forumdisplay.php?fid=1) +--- Forum: Arena of Ideas (https://hazeron.com/mybb/forumdisplay.php?fid=15) +--- Thread: Shield Frequencies (/showthread.php?tid=420) |
Shield Frequencies - Haxus - 11-16-2018 A player recently suggested a system of shield frequencies. I think it would work kind of like this.
RE: Shield Frequencies - Vectorus - 11-16-2018 I'd have to think about this one. It sounds to me that, with this system, you're essentially giving each hit a fixed chance (depending on the number range you allow) to ignore shields. And that, in turn, is essentially equivalent to giving each weapon a fixed bleedthrough rate at which damage will bypass shields - except in very short engagements. I'm not entirely sure I like that, but as I say, I'll have to think. Random observations: The critical hit system already encourages you to put as many small weapons bays as you can on a ship. A ship with 35 weapons bays (or about that) would be the favoured loadout under this system. I'm just noting that - not sure if it's good or bad yet. With each bay firing every five seconds, it's only going to take you two and a half minutes at most to find that three figure frequency. In principle humans should be able to do all ship jobs, to encourage cooperative play. But cycling the number manually between each shot would be a bit tedious for a human, especially if he has to actually type it into a field. In Star Trek, where I think this idea came from, getting the enemy's shield frequency right is very rare: you really have to by privy to special information beforehand. You don't "get lucky". Kirk only managed in the film because Khan didn't really understand Starfleet protocol. In Hazeron, any situation where you know the enemy's shield frequency beforehand, you'll also be able to switch the shield off outright and permanently. Transporters should logically follow the same system. The transporter has a slow activation cycle, but the NPC crewman would keep dialing until he got through and you were able to beam across. If cities can't lower their shields, can they change their frequencies, or are they permanently vulnerable once cracked? RE: Shield Frequencies - Deantwo - 11-16-2018 Seems overly complicated for almost no gain. And frequencies for weapons doesn't make much sense unless you are only talking about lasers, at which point this is just a weird nerf to the only reliable weapon in the game. Off-topic: Still wish you would separate ballistic weapons into cannons which projectile and "other" which do direct damage like lasers. The projectiles make ballistic weapons extremely unreliable when new any gravity well, which is almost always. RE: Shield Frequencies - Haxus - 11-16-2018 Quote:Seems overly complicated for almost no gain.That is why I hesitated to do this while working on shields. It didn't seem like it would add much, in terms of game play. Thank you for your thoughts. Let's just kill the idea. RE: Shield Frequencies - Vectorus - 11-16-2018 If the person who actually suggested it wants to elaborate in more detail, perhaps we should wait for them to make their case? RE: Shield Frequencies - AnrDaemon - 11-16-2018 How many possible variants would be there? If too few, it'd be a matter of setting ship with enough weapon slots to cover all possible choices. If too many, it effectively become redundant. Besides, I can't call current state of SoH combat mechanics "working". RE: Shield Frequencies - Hannibal - 11-21-2018 i think its a good idea for teleporters, not for weapons RE: Shield Frequencies - Deantwo - 11-22-2018 (11-21-2018, 03:23 PM)Hannibal Wrote: i think its a good idea for teleporters, not for weapons Being boarded is pretty devastating, so it happening at random rather than a result of being fired on seem like a really bad idea. Even more so if you can do it before declaring war. |