Captain
Join Date: Oct 2012
Posts: 734
# 1 Hull-Tight Shields
03-02-2014, 02:59 AM
Hull-tight shields, like the ones we've seen in the movies. No special graphics required, unless it's easy for the art department to put a blue "shield glow" on the hull when it's hit, nice, but not necessary... or something that can be done over time if the art department cares to do so, but:

+25% capacity
+25% regeneration
50% bonus kinetic bleedthrough
50% kinetic resistance (as opposed to the 75% resistance of bubble shields)

So, more regenerative and higher capacity because they have a much smaller surface area projected from the same emitters as a bubble shield, but torps, warp core explosion, etc. bleed through to hit the hull more easily/fully, and also do more damage to the shields themselves.

This could be a new item type, separate and apart from current shields (which I'm sure the devs would like cause they could copy and paste current shields with modified stats to make a whole new set of shineys for us to collect) or they could be a "shield mode" and one could select which version of their shields they wish to use. This would be the kinder option for we players... since we wouldn't have to grind for a second version of whichever shield we already know and love, but probably not as dev-friendly.
Survivor of Romulus
Join Date: Sep 2012
Posts: 2,610
# 2
03-02-2014, 04:36 AM
That sounds rather OP.
^^ I am Stoutes, and I approve of my message ^^
Captain
Join Date: Oct 2012
Posts: 734
# 3
03-02-2014, 05:36 AM
Quote:
Originally Posted by stoutes View Post
That sounds rather OP.
Which do you find op? 50% of kinetic/torp/mine/warpcore brach damage going straight through the shields or the capacity/regeneration buff to these shields? The 50% bleed might be an excessive over compensation... otherwise I think these shields would actually make torpedoes and mines relevant.
Commander
Join Date: Jun 2012
Posts: 467
# 4
03-02-2014, 08:39 AM
This might make torps more relevant. There are several BoPs and T'varos in Ker'rat that are pretty much irrelevant at the moment, this would probably make things better for them at least.

But I'd change stats a bit; make one setting about kinetic resistance and the other about energy resistance. I'd like to see shield regeneration as an actual thing players may consider. And these are more geared to PvP at the moment.

Bubble shields:
- 50% Decreased Regeneration
- 75% Kinetic Resist


Hull-tight:
- 100% Increased Regeneration
- 25% Kinetic Resist

I don't even think 100% more shield regeneration would matter though. And really, any buffs to defenses will make A2B zombies that much worse. In addition, most builds are all or nothing - min/maxers won't waste the skill points on diversifying their builds. I just don't see a good solution here.

Shields would probably need a bit of a revamp to make choosing one an actual choice. Something other than, set shields or fleet resilient I guess...

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Captain
Join Date: Aug 2012
Posts: 12,194
# 5
03-02-2014, 10:02 AM
Quote:
Originally Posted by wrathofachilles View Post
+25% capacity
+25% regeneration
50% bonus kinetic bleedthrough
50% kinetic resistance (as opposed to the 75% resistance of bubble shields)
So let's look at this...

+25% Cap = [Cap]x2.5

+25% Reg = [Reg]x2.5

So we're looking at 5 mods so far.

I'm not sure if you mean 50% bonus kinetic bleedthrough or 50% kinetic bleedthrough. There would be a difference. Since we're not looking at a Resilient shield, we can go with the standard 10% base bleedthrough or 90% resistance.

Transphasic with their 40% bonus result in that 90% resistance being 60% effective (100 - 40 = 60)...so we break out the 0.9 * 0.6 to get 0.54 or 54% resistance; meaning that 46% damage gets through instead of 10%.

So with a 50% bonus, we'd be looking at 0.9 * 0.5 to get 0.45 or 45% resistance, meaning that 55% damage gets through instead of 10%. Or are you looking at actually getting 50% damage through instead of 10%?

So with this, would one argue that it's -1? -2 mods? Would need to think about that.

Then there's the 50% reduction instead of the 75% reduction, which is technically an increase of 100% damage (you're doing 50% damage instead of 25% damage). Each 20% would count as a mod for increased reduction, so each 20% reduced reduction would count as a negative mod. So we'd have -5 mods to counter the 5 mods from earlier.

That's going to leave us -1 or -2 mods or whatever the increased bleed would mean in the hole...

...basically, this shield needs a buff! You could make it Resilient without the -5% Cap/Reg penalties...thus covering 2 mods if it is determined that the bleed is -2 mods.
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Captain
Join Date: Jul 2013
Posts: 1,472
# 6
03-02-2014, 11:05 AM
This is yet another buff to faw cruisers, and middle finger for escorts.
Critical Hit Calculator
Starfleet Veteran
Join Date: Sep 2012
Posts: 757
# 7
03-02-2014, 11:07 AM
Quote:
Originally Posted by wrathofachilles View Post
So, more regenerative and higher capacity because they have a much smaller surface area projected from the same emitters as a bubble shield
I'm all for verity, and having Hull-tight Shielding could add that, so I like your idea.

But wouldn't the shields surface area be larger if it followed the contours of an intricate ship design?
Captain
Join Date: Oct 2012
Posts: 734
# 8
03-03-2014, 06:57 AM
Quote:
Originally Posted by virusdancer View Post
So let's look at this...

+25% Cap = [Cap]x2.5

+25% Reg = [Reg]x2.5

So we're looking at 5 mods so far.

I'm not sure if you mean 50% bonus kinetic bleedthrough or 50% kinetic bleedthrough. There would be a difference. Since we're not looking at a Resilient shield, we can go with the standard 10% base bleedthrough or 90% resistance.

Transphasic with their 40% bonus result in that 90% resistance being 60% effective (100 - 40 = 60)...so we break out the 0.9 * 0.6 to get 0.54 or 54% resistance; meaning that 46% damage gets through instead of 10%.

So with a 50% bonus, we'd be looking at 0.9 * 0.5 to get 0.45 or 45% resistance, meaning that 55% damage gets through instead of 10%. Or are you looking at actually getting 50% damage through instead of 10%?

So with this, would one argue that it's -1? -2 mods? Would need to think about that.

Then there's the 50% reduction instead of the 75% reduction, which is technically an increase of 100% damage (you're doing 50% damage instead of 25% damage). Each 20% would count as a mod for increased reduction, so each 20% reduced reduction would count as a negative mod. So we'd have -5 mods to counter the 5 mods from earlier.

That's going to leave us -1 or -2 mods or whatever the increased bleed would mean in the hole...

...basically, this shield needs a buff! You could make it Resilient without the -5% Cap/Reg penalties...thus covering 2 mods if it is determined that the bleed is -2 mods.
Well, I think it might more depend on how bonus/innate bleed interacts with a resilient shield... would a resilient shield end up with 25% bleed because the 5% getting through instead of 10% getting through or... yeah.

I am absolutely fine with torps doing 100% more damage to these shields, especially considering all the bonuses these shields would provide, but we need to pay close attention to this bleed issue, there's already so much shield bypass in the game that we must take care not to let that run away with itself.
Captain
Join Date: Oct 2012
Posts: 734
# 9
03-03-2014, 07:00 AM
Quote:
Originally Posted by noblet View Post
This is yet another buff to faw cruisers, and middle finger for escorts.
How so? escorts could equip these shields too, they would get a bonus to capacity and regeneration, and I have seen plenty an escort that is so fast that torps literally NEVER catch up to them. Actually... I hadn't considered that... we would need to do something about that... I mean, something needs to be done about that now with current mechanics, but these sheilds could be massively op on such an escort, lol.

And again, how is this a massive middle finger to escorts? escorts are far better equipped to use torps than cruisers are, they turn faster, move faster, and have far more tactical boff powers available to buff their torps.
Captain
Join Date: Oct 2012
Posts: 734
# 10
03-03-2014, 07:08 AM
Quote:
Originally Posted by pwstolemyname View Post
I'm all for verity, and having Hull-tight Shielding could add that, so I like your idea.

But wouldn't the shields surface area be larger if it followed the contours of an intricate ship design?
Honestly, i'm not sure, it's possible, but it seems unlikely that the MASSIVE bubble that normally covers our ships being shrunk down to fit the hull would have a larger surface area, plus I don't mean literally hull tight, in every little crevice and whatnot, they are generally projected very close to the hull instead of waaaaay out there as a bubble. For the ease of visual's sake and not having to create a custom, highly contoured bubble for every ship/kitbash combo, let's just go with "hull tight" Plus, if the art department does bother putting a graphic that shows up on the hull, I'm sure if they work it just right, it could look like it is actually a couple feet off the hull instead of directly on it lol.

But whether it is a reduced surface area or because the projectors aren't having to project so far... or some other technobable excuse, it doesn't really matter, now does it?
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