Shields Disrupted
Shields can be difficult to breach with transporters when they get shot down, then come right back up again. An opportunity should be created to beam aboard.
http://hazeron.com/gallery/DisruptedShield.png
When shields are reduced to zero by damage, they become disrupted for 20 seconds. This is per side on spacecraft.
Military HQ is supposed to protect civilian buildings from destruction. Military HQ is supposed to be protected from destruction by military buildings.
On a world with a military HQ, civilian buildings can no longer be destroyed. They can be damaged down to zero hits points and lit on fire. They just won't go the final step to being destroyed.
Non-HQ military buildings are not protected from destruction. After they are destroyed, the HQ can be destroyed. After the HQ has been destroyed, civilian buildings can be destroyed.
Instead of destroying cities, a conquerer could destroy the existing military base, then build their own base, to take control.
Building Repair Materials
Damaged buildings (civilian and military) are repaired slowly, using construction materials available in their community. Buildings only require their basic construction material to be repaired, i.e. lumber, stone, metal. Who imports them at a base?
In order to insure bases have repair materials, military HQ, military dock, and military air terminal now import basic construction materials.
Retail stores do this in a city. Not new, just fyi.
Offset Shield Bubble
It is conceivable that a shield bubble could be large enough to extend outside the atmosphere.
The shield bubble is now offset downward to keep the top of the shield bubble inside the atmosphere. This could result in a strange situation if a very large shield bubble is built on a ringworld or small world, where the bubble might get pushed out the back side.
Shield Base Radius vs Power
The radius of the bubble at shield bases is determined by the shield equipment volume. Shield equipment volume also determines the size of the shield capacitor. This makes it difficult to make a strong shield that is small in size.
Shield base now augments its shield power using its battery. This allows increased energy absorption without changing the diameter, which is still determined by the shield equipment volume.
There is a slight difference between the two stores of energy. The shield is recharged every ten seconds, by taking as much power as needed from power plants. The battery is recharged more slowly, by taking 60 units of power once per minute from power plants.
Shields absorb 10hp of damage per unit of energy, adjusted for shield module quality.
Shields on Report
The values shown for shields on the analysis reports are meaningless now that shields are no longer treated like armor.
Analysis reports for spacecraft and buildings now show the amount of hit points absorbed by shields, per side for spacecraft. There is no longer any difference between the combat effectiveness of the shield modules. I will likely nerf the kinetic shield module. The cloaking shield still has potential.
Building Armor
The analysis reports for buildings show they have no armor, even when I dial up the armor.
The hull module data that was added for buildings did not define any armor factors. They are there now. This fixes all existing buildings; they don't have to be rebuilt.
Hit Points รท 10
The hit points on new style buildings and spacecraft are quite large.
Hit points on buildings and spacecraft were reduced by a factor of 10. This will not affect existing spacecraft and buildings, only new ones built after this change.
Kinetic vs Energy Armor
There are a few places where armor resistance is reported vs kinetic and vs energy damage. What does it mean? This is confusing.
Armor is now only reported as a single generic value, based on contact weapon mode with no specific weapon effect. Actual armor effectiveness varies based on weapon mode and effect.
Armor resistances against every combination of weapon mode and effect are not reported; it is too much information. Armor resistance cannot be usefully organized into categories like kinetic or energy.
Shields can be difficult to breach with transporters when they get shot down, then come right back up again. An opportunity should be created to beam aboard.
http://hazeron.com/gallery/DisruptedShield.png
When shields are reduced to zero by damage, they become disrupted for 20 seconds. This is per side on spacecraft.
- The visible appearance of the shield bubble changes. On spacecraft, the visible appearance of the disrupted side changes.
- Disrupted shields do not block moving objects or weapons fire.
- Disrupted shields continue to charge as usual.
- Disrupted shields do not block transporters. On spacecraft, transporters are not blocked if any side is disrupted.
Military HQ is supposed to protect civilian buildings from destruction. Military HQ is supposed to be protected from destruction by military buildings.
On a world with a military HQ, civilian buildings can no longer be destroyed. They can be damaged down to zero hits points and lit on fire. They just won't go the final step to being destroyed.
- A city or base with heavily damaged buildings will incur a -1 morale penalty.
- A city or base with burning buildings will incur a -1 morale penalty.
- Buildings that are heavily damaged or burning do not run any manufacturing processes.
Non-HQ military buildings are not protected from destruction. After they are destroyed, the HQ can be destroyed. After the HQ has been destroyed, civilian buildings can be destroyed.
Instead of destroying cities, a conquerer could destroy the existing military base, then build their own base, to take control.
Building Repair Materials
Damaged buildings (civilian and military) are repaired slowly, using construction materials available in their community. Buildings only require their basic construction material to be repaired, i.e. lumber, stone, metal. Who imports them at a base?
In order to insure bases have repair materials, military HQ, military dock, and military air terminal now import basic construction materials.
Retail stores do this in a city. Not new, just fyi.
Offset Shield Bubble
It is conceivable that a shield bubble could be large enough to extend outside the atmosphere.
The shield bubble is now offset downward to keep the top of the shield bubble inside the atmosphere. This could result in a strange situation if a very large shield bubble is built on a ringworld or small world, where the bubble might get pushed out the back side.
Shield Base Radius vs Power
The radius of the bubble at shield bases is determined by the shield equipment volume. Shield equipment volume also determines the size of the shield capacitor. This makes it difficult to make a strong shield that is small in size.
Shield base now augments its shield power using its battery. This allows increased energy absorption without changing the diameter, which is still determined by the shield equipment volume.
There is a slight difference between the two stores of energy. The shield is recharged every ten seconds, by taking as much power as needed from power plants. The battery is recharged more slowly, by taking 60 units of power once per minute from power plants.
Shields absorb 10hp of damage per unit of energy, adjusted for shield module quality.
Shields on Report
The values shown for shields on the analysis reports are meaningless now that shields are no longer treated like armor.
Analysis reports for spacecraft and buildings now show the amount of hit points absorbed by shields, per side for spacecraft. There is no longer any difference between the combat effectiveness of the shield modules. I will likely nerf the kinetic shield module. The cloaking shield still has potential.
Building Armor
The analysis reports for buildings show they have no armor, even when I dial up the armor.
The hull module data that was added for buildings did not define any armor factors. They are there now. This fixes all existing buildings; they don't have to be rebuilt.
Hit Points รท 10
The hit points on new style buildings and spacecraft are quite large.
Hit points on buildings and spacecraft were reduced by a factor of 10. This will not affect existing spacecraft and buildings, only new ones built after this change.
Kinetic vs Energy Armor
There are a few places where armor resistance is reported vs kinetic and vs energy damage. What does it mean? This is confusing.
Armor is now only reported as a single generic value, based on contact weapon mode with no specific weapon effect. Actual armor effectiveness varies based on weapon mode and effect.
Armor resistances against every combination of weapon mode and effect are not reported; it is too much information. Armor resistance cannot be usefully organized into categories like kinetic or energy.