Composite shield fields

I remember playing this old hover-tank game I bought like more than 10 years ago. Anyway it was much fun, I believe it was russian in origins since it had “Elbrus” class tank in it. The name of the game had “wasp” or “hornet” in it… Anyway all the tanks in the game had composite shields (shield on the one side could be completely taken out while the shields on the other side stood firm) which led to directional damage being an important factor in game play.

Anyway the trailer for SC immediately reminded me of this game and it was a bit disappointing when I found out that shields are simple for all ships. What I propose in not more shield power (well it could be taken like 10-20% int total up to compensate the division to two zones/plates) but simply to divide shield for larger ships (frigates) into two zones - front and back. Smaller ships should have shields as they do now. Frigate pilots should also get special modules which would enable them strengthening on one part of the shield at the expense of another like shown in the video.

This would lead to more tactical play. Frigates when fighting each other could turn away to save themselves from damage, and interceptor and warship would have to coordinate their efforts well to quickly take out a frigate. Anyway I believe that frigates are a bit OP atm at this could balance the situation out a bit with no drastic negative effects on the game.

I like this feature and as I remember right it was already suggested in closed beta. It may be that it will be there in the future, but it will take time because it’s a complex mechanism to add for all ship models.

i like the idea,adds realism and raises the bar on frigate usage

but i wonder if the playbase will actualy like it, ganking frigates is already sorta easy.

as a casual gamer that enjoys pvp games(the balanced ones,found 1 so far…) i wouldnt want to be on edge the entire game while looking for potential threats, if the game had a “cleaner” look instead of the cluster we have atm, CS would be amazing, otherwise it can actualy be gimping.

still voting yes because its worth a try.

I remember playing this old hover-tank game I bought like more than 10 years ago. Anyway it was much fun, I believe it was russian in origins since it had “Elbrus” class tank in it. The name of the game had “wasp” or “hornet” in it… Anyway all the tanks in the game had composite shields (shield on the one side could be completely taken out while the shields on the other side stood firm) which led to directional damage being an important factor in game play.

Thunder Brigade!!! 3 Races and a lot of tanks. Remember the Rocket Battery? Target Pointer an WHAM everything is gone. Damn nice game and i also like this idea.

Edit: Im still having the CD of it somewhere and the files on my PC xD

Thunder Brigade!!! 3 Races and a lot of tanks. Remember the Rocket Battery? Target Pointer an WHAM everything is gone. Damn nice game and i also like this idea.

Edit: Im still having the CD of it somewhere and the files on my PC xD

Thanks m8! I’ve being trying to find out the name of this games for more than a year on various forums yet no one remembered! Had a lot of fun playing it!

edit: see devs! composite shield, it was done ages ago!

thunderbrigade7-101963_640w.jpg

that game’s dev team was from Estonia! It was a great game, I haven’t played many games like that. do you remember the faction perhaps Gentaei? and yes target painter was awesome :wink: sorry guys for going offtopic.

Rotating Sheild Frequency or focus from a part of the ship to another part of a ship will break the game.

You have to take eve as an example, They persuit was to make the game as complex as they could, the end result was the loss of a lot of potential clients/players.

Keep the game simple, but make it customizable.

For example, Give players slots on ships, and different ships with different amounts of slots, in passive or active slots, Make them customizable, but balanced.

Concepts in this game like passive tanking (via shield regen) is a great idea, and it will really help develope the combat of the game into something unique.

passive tanking here however shouldent beable to perma tank 3-4 ships, it should be enuff to make 1v1 hard to defeat him (but not impossible).

The trick of defense balancing effective tanking.

This can be done through three process’es for defensive capabilities for the game.

the first is armor tanking, or tanking via raw armor, and large bursts of armor repair every 25 seconds or so, but for large amounts say 30-40% of the armor/hull life.

The second is tanking via pure regeneration on shields (active) Via Bursts every 10 seconds for something like 150-250shielding. This way should be default, and should not require any large amount of resources (credits) or level to do it. It should also be built in a way that it can tank 2-3 people’s damage (For a ship like a cruiser) Or 1 1/2 for a frigate.

The Third should be passive tanking thats getting regen and resistance extremely high, This type of tanking should only be accessible to jerico, because of their regenerative shielding (see my other posts for this idea; basically its a new mod, that takes up an active slot, that passively regenerates a large amount of shielding a second, Something like 300-400hp).

the last is ideal for Warden race, that is a race that is specialized in using remote healing. This should be something open to all races, but that this faction/race should excel at. This healers should be putting out healing of 200-300 every 2-3 seconds to its target.

its though these types of building that you will come up with unique builds, that will diversify the games, its tactics and its clan.

There only thing that can be said beyond this is that we should create a system as state above that will not allow the game to be based on cookie cutter builds (that is a few really good builds). The best way to do this is to find a balance between all types of regeneration to be equally desirable; if this can be done, then people will play the thing they like the most. You can also balance each type of defense to support specific other Active/passive componants, and weapons.

For example, You can make it so that things like the passive regeneration mods (active slots) uses energy, that will prevent passive tanks from using massively offensive mods, making jerico tanks all about damaging and taking damage, then moving around etc. This is a huge change to the faction because it will cause their tactics to be more camping / defensive. This will excellent as it will cause the empires cloaking exccell at hit and run attacks on them, this is because the will be stationary so such attacks will be merrited and valid, and since the federation are fast, they will fit right into the mix with stationary, and hit and run tactics (sort of the middle ground between the two).

composite shields should be the go hey - it would open up so many new tactical possibilities in team play as well as in single assault runs. of course there is the difficult task to allow the player to distribute / prioritize energy to the respective parts of the shield to control which parts should be restored first / extended most

this should also go along with making the physics engine even more newton based - although it is already very close:

especially reverse is not good enough. how can it be possible that i can only go revers with 50units? physically one should be able to fly in any direction at any speed and - one of my favorites - you should be able to turn your ship in any direction without (!) losing inertia - just think back to i-war or forward to star citizen ^^ while i can understand that devs might rather want to develop an easy game and omit some basic laws of physics (hence no inertia) i still believe ships should be able to fly in any direction with max speed.