(another) discussion around shields, armour and weapons systems
Posted: Sat Feb 12, 2011 6:55 pm
There has been quite a bit of discussion around how shields, armour and weapons work, or should work.
I am sure some of the bods here have played Stars!
I thought they had a pretty good system, although, to fit DW's system I've had to add a few thoughts:
Armour:
* Cheap with high protective strength;
* Doesn't require energy use;
* reactiveness - reactivity could defend against 'splash' damage and low damage weapons like Ion cannons;
* heavy;
* Require larger amounts of rare metal types as the rating increases (tech levels)
* Armour adds a new stat to a ship "armour value": the total armour from the inherent design (not sure about this bit as it requires specialist hull types) from all armour slots added. This 'magically' covers the whole ship and only after all of it has been removed does internal componentry start being destroyed.
* Some weapons are able to gain 'critical' strikes that pass armour and hit internal components
Shields:
* relatively expensive (at low levels anyway)
* early designs don't have much of a rating but get much better faster as the levels go up - so more of a late game addition;
* but make it faster to regen than it currently is.
* light weight
* energy consumptive, but faster to recharge depending on the amount of 'spare' energy your ships produce at full usage - meaning X where X= (reactor power {or/and energy panel where on stationary vessel} - (total weapons power + total full power engine and full power thruster usage + static power)). Essentially when you have 2 reactors on a design where it could manage with 1, the extra reactor's power could be funnneled to shields such that they recharge faster;
* Shields are not impervious, certain weapons can part-penetrate shields - doing damage against both shields and armour (higher reactive armour could shrug this off without a slot being destroyed)
Repair Bots -
* much the same as at present but repair armour points at a rated speed;
* Also able to repair damage componentry - useful against critical strike instances where a critical-strike-weapon has penetrated shields and armour to damage a component
'Normal' Beam weapons
* cheap
* common materials or small amounts of rare
* low damage done against shields first, then to armour
* medium damage
* short range
* high energy use
* small weight
* accurate (not affected by guidance)
* quick fire rate
'Lance Beam weapons'
* expensive
* rare materials
* long range
* high energy use
* damages shields first, then armour, but has a rating to penetrate armour and strike internal componentry - percentage increases with tech
* Low damage (but enough to destroy components)
* small weight
* accurate (not affected by guidance)
* medium-speed fire rate
Ion weapons
* medium expense
* common materials and medium amounts of rare
* bypasses shields and armour
* No damage but able to temporarily 'crash' energy consumptive devices - pecentage chance - increases with tech
* high energy use
* long range
* small weight
* accurate (not affected by guidance)
* medium-speed fire rate
Shield-Stripper beam weapons
* medium expense
* rare materials
* double damage to shields - no damage to armour (or potentially could increase damage output with 'extra' power use from spare reactor power - see sheild recharge idea - shields take precedense over shields-stripper beams for this functionality)
* high energy use
* small weight
* initial short range extending with tech
* accurate (not affected by guidance)
* slow fire rate
Beam deflectors
* reduces damage done to both shields and armour by a percentage rating that increases with tech - additional units not cummulative (not what was done in Stars! - in Stars additional units had an effect but it each additional unit had less and less effect)
* cheap
* medium weight
* high energy use
Torpedo weapons
* cheap
* common materials with small amounts of rare
* Long range
* low energy use
* high weight
* medium damage - damages shields then armour - if no shields small chance of 'burst through' damage that hits internal components
* inaccurate (requires guidance)
* medium-fire rate
Mass Drivers
* cheap
* common materials only
* long range
* low energy use
* high weight
* low damage - shields then armour
* medium accuracy (affected by guidance)
* quick fire rate
Missiles
* expensive
* rare materials required
* long range
* low energy use
* high weight
* Damage - varies: on a miss it does 10% damage rating to shields, on hit does damage to shields then armour, any damage done to armour is doubled
* very inaccurate (requires guidance)
* slow fire rate
* unable to be carried by fighters
Targetting computers
* medium expense
* medium static energy use
* increases accuracy of weapons that can take guidance - rating is a percentage increase of the 'miss-rate' of the weapon. For instance: a normal torpedo may have an accuracy of 60%, subsequently a miss-rate of 40%. A guidance computer with a rating of 50% would reduce the 'miss-rate' by 50%. 50% of 40% is 20% - this is added to the accuracy. So our torpedo would have a hit rate of 80% with this guidance computer.
* A guidance computers increase in accuracy is offset by counter-measure devices
Counter measure devices
* expensive
* medium static energy use
* decreases the accuracy of weapons that can take guidance - rating is a percentage decrease of the hit-rate of the weapon. If a weapon has a hit percentage of 60%, and the counter measure has a decrease rating of 50%, it would reduce the hit rate of the weapon by 50% - so in this case 50% of 60% is 30%.
* Counter measure devices and targetting computers cancel each other out 1-1 on rating. The rating left over is the amount that takes affect against guidance of the weapon.
Special weapons like the planet destroyer have their own rules.
I am sure some of the bods here have played Stars!
I thought they had a pretty good system, although, to fit DW's system I've had to add a few thoughts:
Armour:
* Cheap with high protective strength;
* Doesn't require energy use;
* reactiveness - reactivity could defend against 'splash' damage and low damage weapons like Ion cannons;
* heavy;
* Require larger amounts of rare metal types as the rating increases (tech levels)
* Armour adds a new stat to a ship "armour value": the total armour from the inherent design (not sure about this bit as it requires specialist hull types) from all armour slots added. This 'magically' covers the whole ship and only after all of it has been removed does internal componentry start being destroyed.
* Some weapons are able to gain 'critical' strikes that pass armour and hit internal components
Shields:
* relatively expensive (at low levels anyway)
* early designs don't have much of a rating but get much better faster as the levels go up - so more of a late game addition;
* but make it faster to regen than it currently is.
* light weight
* energy consumptive, but faster to recharge depending on the amount of 'spare' energy your ships produce at full usage - meaning X where X= (reactor power {or/and energy panel where on stationary vessel} - (total weapons power + total full power engine and full power thruster usage + static power)). Essentially when you have 2 reactors on a design where it could manage with 1, the extra reactor's power could be funnneled to shields such that they recharge faster;
* Shields are not impervious, certain weapons can part-penetrate shields - doing damage against both shields and armour (higher reactive armour could shrug this off without a slot being destroyed)
Repair Bots -
* much the same as at present but repair armour points at a rated speed;
* Also able to repair damage componentry - useful against critical strike instances where a critical-strike-weapon has penetrated shields and armour to damage a component
'Normal' Beam weapons
* cheap
* common materials or small amounts of rare
* low damage done against shields first, then to armour
* medium damage
* short range
* high energy use
* small weight
* accurate (not affected by guidance)
* quick fire rate
'Lance Beam weapons'
* expensive
* rare materials
* long range
* high energy use
* damages shields first, then armour, but has a rating to penetrate armour and strike internal componentry - percentage increases with tech
* Low damage (but enough to destroy components)
* small weight
* accurate (not affected by guidance)
* medium-speed fire rate
Ion weapons
* medium expense
* common materials and medium amounts of rare
* bypasses shields and armour
* No damage but able to temporarily 'crash' energy consumptive devices - pecentage chance - increases with tech
* high energy use
* long range
* small weight
* accurate (not affected by guidance)
* medium-speed fire rate
Shield-Stripper beam weapons
* medium expense
* rare materials
* double damage to shields - no damage to armour (or potentially could increase damage output with 'extra' power use from spare reactor power - see sheild recharge idea - shields take precedense over shields-stripper beams for this functionality)
* high energy use
* small weight
* initial short range extending with tech
* accurate (not affected by guidance)
* slow fire rate
Beam deflectors
* reduces damage done to both shields and armour by a percentage rating that increases with tech - additional units not cummulative (not what was done in Stars! - in Stars additional units had an effect but it each additional unit had less and less effect)
* cheap
* medium weight
* high energy use
Torpedo weapons
* cheap
* common materials with small amounts of rare
* Long range
* low energy use
* high weight
* medium damage - damages shields then armour - if no shields small chance of 'burst through' damage that hits internal components
* inaccurate (requires guidance)
* medium-fire rate
Mass Drivers
* cheap
* common materials only
* long range
* low energy use
* high weight
* low damage - shields then armour
* medium accuracy (affected by guidance)
* quick fire rate
Missiles
* expensive
* rare materials required
* long range
* low energy use
* high weight
* Damage - varies: on a miss it does 10% damage rating to shields, on hit does damage to shields then armour, any damage done to armour is doubled
* very inaccurate (requires guidance)
* slow fire rate
* unable to be carried by fighters
Targetting computers
* medium expense
* medium static energy use
* increases accuracy of weapons that can take guidance - rating is a percentage increase of the 'miss-rate' of the weapon. For instance: a normal torpedo may have an accuracy of 60%, subsequently a miss-rate of 40%. A guidance computer with a rating of 50% would reduce the 'miss-rate' by 50%. 50% of 40% is 20% - this is added to the accuracy. So our torpedo would have a hit rate of 80% with this guidance computer.
* A guidance computers increase in accuracy is offset by counter-measure devices
Counter measure devices
* expensive
* medium static energy use
* decreases the accuracy of weapons that can take guidance - rating is a percentage decrease of the hit-rate of the weapon. If a weapon has a hit percentage of 60%, and the counter measure has a decrease rating of 50%, it would reduce the hit rate of the weapon by 50% - so in this case 50% of 60% is 30%.
* Counter measure devices and targetting computers cancel each other out 1-1 on rating. The rating left over is the amount that takes affect against guidance of the weapon.
Special weapons like the planet destroyer have their own rules.