|
This thread is locked; no one can reply to it. |
1
2
|
Space Battles with Shields (Star Trek like) |
spellcaster
Member #1,493
September 2001
|
Quote: I still don't think shields should ever "recharge" but the shield's power source can..
Magic Shield As you can see, it's the shield than regenerates. And here's a tech example: Here, the damage that can be averted by the shield isn't a function of the energy, but of the "balance" of the shield. -- |
orz
Member #565
August 2000
|
I think the precise formulas for that stuff may need to be designed for gameplay purposes. Most space-flight-sim games have fairly-quickly recharging shields that block all damage while they're up, and a hull that's only damaged when the shields are at zero, ala Wing Commander. This seemed pretty obnoxious from a gameplay perspective, because it means that long dogfights have the potential to last forever, as any brief opening doesn't produce lasting effects. It seems like you're only considering shields that absorb some or all damage. The Star Control serious used a variety of shields that had a variety of effects: Yehat Terminators's Shield: (from SC1) Utwig Juggernaught's Shield: (from SC2) Lk Sanctorum's Shield: (from SC3) Ploxis Plunderer's Shield: (from SC3) Other shield-like effects in various SC games include generating mini-spaceships to fly between you and the enemy to physically block their fire, healing ones regular health rapidly, an aimable shield that blocks all damage from a direction of your choice, a shield that turns on automatically if you get hit and have enough energy and costs a lot of energy to turn on but stays on relatively cheaply until you manually turn it off, several means of teleporting your ship out of harms way, a teleporter that teleports hostile projectiles away from you, guardians that orbit your ship and shoot down incoming projectiles, etc. For the game I'm currently working on (in which customizing your ship is important), my intention is to have several types of shields that vary primarily in terms of |
Michael Jensen
Member #2,870
October 2002
|
Quote: As you can see, it's the shield than regenerates. Right, I didn't say that didn't exist, I even gave an example of such shields (I'll cite it again, Protoss from Starcraft have these kind of shields) -- I just feel that they are wrong.
|
OICW
Member #4,069
November 2003
|
Quote: I guess because they are shuttles, not fighters. Shuttles don't have the speed, or the turning radius to be a threat to a larger ship. Their shields can't take much damage, and normally they only have less powerfull phasers. Technical note: in real freespace an Enterprise class ship and Spaceshuttle would have the same maneuvorability. You don't have there any friction. Also normal gun or better mass driver would be a superior weapon. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
Evert
Member #794
November 2000
|
Quote: Technical note: in real freespace an Enterprise class ship and Spaceshuttle would have the same maneuvorability. You don't have there any friction. No fraction is irrelevant, it's still less maneuverable. A starship has a larger mass and therefor a greater inertia. |
spellcaster
Member #1,493
September 2001
|
Quote: n Enterprise class ship and Spaceshuttle would have the same maneuvorability. You don't have there any friction
They have less energy. You need energy if you want to change the movement of a body. -- |
Ariesnl
Member #2,902
November 2002
|
you could also distract the shield energy from the weapons energy and than see how much energy comes through the shield like this: shield energy=100 u 1st shot is 60 u so shields are down to 40 u second shot penetrates with 60-40=20 u got the idea ? Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
Michael Jensen
Member #2,870
October 2002
|
Right, that was what someone originally pointed out, the problem with that, they said, is in the game play. -- something about long drawn out battles because it left too short of a gap of when you could hit them and deal damage... I like a lot of the original ideas where some damage penetrates no matter what... it would also be cool if you could manually choose to reroute power from another system etc... Of course thats easier said than implimented (since if you're playing with shields your ship is sitting dead in a dog fight, non-moving targets are easy to hit!) you could make it more rpg like and have engineers that get hired, and helms men also, and the better they are, the more they cost, and the better your ship manuevers when they pilot it/engineers make smarter decisions, etc... Or it just hit me while typing, a player could define a list of actions to be taken under certain circumstances: ex1: shields get low -> reroute power from life support to shields; ex2: hotkey1 pressed, reroute power from shields to life support...
|
spellcaster
Member #1,493
September 2001
|
Quote: shield energy=100 u 1st shot is 60 u so shields are down to 40 u second shot penetrates with 60-40=20 u Yep, that was the basic idea. From there I added the damage to the ship even if the shield are holding, so that you can have the exploding consoles and damage reports (as seen on TV) even while the shields are still "up". But anyway, if you want this bevahiour, you could get it easily by tweaking the variables I used. The damage to the shield = damage from weapon is more or less a specific case of the general equation given. -- |
OICW
Member #4,069
November 2003
|
I was giving an example, but I still thing that there's no matter how the ship weights, if you have same engine you can move at same speed with Enterprice or Shuttle. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
Evert
Member #794
November 2000
|
Quote: if you have same engine you can move at same speed with Enterprice or Shuttle.
You can attain the same speed (eventually) but not in the same time. You certainly will not have the same acceleration, and therefor maneuverability. |
OICW
Member #4,069
November 2003
|
Yeah you're right I forgot about it. [My website][CppReference][Pixelate][Allegators worldwide][Who's online] |
Ariesnl
Member #2,902
November 2002
|
Quote: Right, that was what someone originally pointed out, the problem with that, they said, is in the game play. -- something about long drawn out battles because it left too short of a gap of when you could hit them and deal damage... I like a lot of the original ideas where some damage penetrates no matter what... it would also be cool if you could manually choose to reroute power from another system etc... Of course thats easier said than implimented (since if you're playing with shields your ship is sitting dead in a dog fight, non-moving targets are easy to hit!) you could make it more rpg like and have engineers that get hired, and helms men also, and the better they are, the more they cost, and the better your ship manuevers when they pilot it/engineers make smarter decisions, etc... Or it just hit me while typing, a player could define a list of actions to be taken under certain circumstances: ex1: shields get low -> reroute power from life support to shields; ex2: hotkey1 pressed, reroute power from shields to life support...
hum I love long battles Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
Michael Jensen
Member #2,870
October 2002
|
It would be neat to have arcade style combat like you describe. (Aiming to knock out certain things) of course you'd need a pilot, and someone to choose a target (and I don't mean simple aiming turning a turret left and right, I mean actually choosing a target on the enemy ship and going for it -- I suppose an auto lock with a "next target/prev target would do..." and it could all be done two handedly -- fly & op the computer, aim, use tractor beams, etc... maybe with a mouse... who knows... that'd be cool -- oh and like someone said -- with zelda like away missions ;-)
|
Ariesnl
Member #2,902
November 2002
|
That's already in it you can Target_their_warpcore like in the series hum a lot of people tell me to put in away team missions.. would be nice but 'm still thinking about how exactly Perhaps one day we will find that the human factor is more complicated than space and time (Jean luc Picard) |
|
1
2
|