.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old February 6th, 2005, 01:22 AM

brianeyci brianeyci is offline
Sergeant
 
Join Date: Jul 2004
Location: Toronto, Canada
Posts: 308
Thanks: 0
Thanked 0 Times in 0 Posts
brianeyci is on a distinguished road
Default Re: Shield frequencies

Geoschmo, the problem with that is that you view shield frequencies an an intrinsic part of a shield. They are not. A frequency is a weakness and shows that your technology is not advanced enough to open up a hole for your weapon to fire through, and therefore you need to have a frequency your shield works on so your weapons can fire through your shield. The only analogy I can think of is a machine gun shooting through a propeller in WWI. SE:IV ships, and SE:V ships don't necessarily have to have shield/weapons frequencies if they have enough forcefield mastery to open a hole in the shield exactly when the weapon fires.

The argument is not that shield frequencies are unrealistic, or junk science, or technobabble. The argument should be that you have SHIELD SKIPPING weapons that accomplish the same thing, and adding a frequency to your shield is not necessary since shield development should be advanced enough to open small holes in them rather than have the shield on a frequency to shoot your weapons through.

Shield frequencies would add a totally unnecessary component to SE:V, because there's shield skipping weapons. If you want, you can imagine shield skipping weapons as weapons which match the frequency in a ST Mod for example... but other universes with advanced shield manipulation need not have frequencies in their shields.

No shield frequencies in SE:V, please. SE is not about the how of things work, but the effect. Shield frequencies is something anagalous to knowing how the engines, or the weapons, or the hull "works" -- totally useless and unnecessary. The "what" can be represented by shield skipping weapons, the how is useless, which is what a shield frequency is.

Plus the fact that certain universes have enough forcefield mastery so that they don't need to rotate their shields on a frequency. SW Mods don't need shield frequency, since SW shields are not a cloud of exotic particles and are a field effect... but this is getting too much into the details so I digress.

No shield frequencies. Please.

Brian
Reply With Quote
  #2  
Old February 6th, 2005, 01:26 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Shield frequencies

I don't think this matters much anyway. You should be able to make your own damage types in SE:V, so assuming that you can make damage types that damage only particular components you can create this effect in game to some degree.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #3  
Old February 6th, 2005, 01:32 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Shield frequencies

It will depends on how the system is set up...

The most likely one would be levels of "phased shield"-ness:

Ie, if your damage type is skipping-level-5 then it ignores shields of protection-level-5 or lower.

---

On the other hand, you could have a more generic system, where you have shield types A-Z.
Then you specify that damage type #1 skips shield types E, G, and H.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:46 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.