TOP SECRET CASE FILE: Recovered from Abandoned Outpost in Jericho space
Codename: "Guardian"
experimental - reverse engineered “shield matrix” technology
Analysis:
There are some indications that the basis of this technology came from a Defiler.
Techs have been able to uncover the basis of this technology to a certain point and it is ready for testing.
There are certain similarities, if you compare shield matrix of the current design with the one we have seen and analysed on a Defiler.
Further testing required…
Decryption in progress…
Decryption successful.
Opening file: 100% complete
Specifics for the module: "Guardian"
Ship class type: Engineer only
Tier restriction: T4/T5 (rank 10-15 or 11-15)
Role: Defensive role only
Obtainability: Workshop only - craftable
Standard version available: Yes
Pirate version available: Yes
Faction exclusive only: No
Deployable engineering station variant: No
Affected by implants/crews: Yes
Activate/Deactivate option on user’s demand: Yes
Crafting requirements for standard version:
T4: 20 monocrystals, 2 processing blocks, 2 screened batteries, 14 computing chips
T5: 30 monocrystals, 3 processing blocks, 3 screened batteries, 17 computing chips
Crafting requirements for pirate version:
T4: 20 monocrystals, 2 processing blocks, 2 screened batteries, 14 osmium crystals
T5: 30 monocrystals, 3 processing blocks, 3 screened batteries, 17 osmium crystals
Upgradable: Yes (mark I-IV)
Mark III faction - subfaction upgrade: Jericho - Techs (T4-150000, T5-180000) loyalty vouchers
Mark IV upgrade: T4 - 210, T5 - 250 artifacts/iridium
Mark V availability: Unknown/Possible
T4/T5 Mark IV example: (no implants/crews taken into consideration)
active engineer’s “guardian” active combat module
module duration - active time: 10 - 12 sec.
module cooldown - recharge time: 45 - 60 sec.
energy requirements: 400 energy points for an activation
active range: 2000m - 2500m (2,0 km - 2,5 km)
shield durability: 40000 hitpoints
shield resistances:
Thermal:0 / 0%
EM:0/0%
Kinetic:0/0%
Resistances are still open for discussion. I think they should remain neutral, due to the high amount of hitpoints.
T4/T5 Mark IV Pirate version example: (no implants/crews taken into consideration)
module duration: active time: 8 - 10 sec.
module cooldown - recharge time: 60 - 75 sec.
energy requirements: 400 energy points for an activation
active range: 1500m - 2000m (1,5 km - 2,0 km)
shield durability: 50000 hitpoints
shield resistances:
Thermal:0/0%
EM: 0/0%
Kinetic: 0/0%
Resistances are still open for discussion. I think they should remain neutral, due to the high amount of hitpoints.
Visuals only:
visual transparency/visibility: 10% visibility only
full visual visible effects only on the point/spot of firing
visual effect color: blue or green or mix palette of both
Visual indicator/icon on the HUD with the countdown:
Icon should be visible on the middle top screen, like it is for the current examples, like for adaptive shield icon and/or Spectre Field, etc.
Small, but visible durability bar meter on the right side of the icon should be displayed as well that shows remaining shield’s integrity.
Geometry:
- round 360 degree sphere (picture below at the end)
- honeycomb structure
Both options are possible.
Specials:
When and while extended shield barrier “Guardian” is active, most of enemy’s active combat modules can’t affect any locked target, if the target is safely inside of a barrier.
Missiles are stopped and neutralised as well. Missiles, which provide blast radius still create one on the point of impact, with the exception of debuff missiles, which are fully neutralised.
Extended shield barrier is a 360 degree round circle - a sphere/honeycomb shape. If a barrier is breached or collapsed, all the benefits of protection are lost. Allied fire can’t pass through a barrier.
All listed negative effects are neutralized/purged as well, but only if the enemy used them before and outside of the barrier.
Penalties:
T4/T5 Engineering ship equipped with this module becomes immobile for the duration of the effect, but it can still rotate. Attack drones are still functional, but engineer’s special module - combat drones is inoperable. Attack drones and missiles can’t be launched as well, unless if attack drones and missiles were already deployed/launched before of an activation of a module.
However, main weapon is still active and fully functional. Engineer’s engines come to a full stop - 0 m/s within 1 second of activating this module, then the barrier gets immediately deployed.
Benefits:
Allies: Allied fire and missiles of any kind can’t pass through allied extended shield barrier. They are stopped and debuff missiles have no effects as well.
Enemies: Enemy weapons fire gets fully absorbed on the point of impact, including missiles. Most missiles of any kind, have no effect as well, if the barrier is still active**. **** See exceptions below.**
Protection 1: Already active barrier protects the bearer and the allied ships inside of it for the whole duration of the effect, until it expires or gets collapsed under heavy enemy fire.
Protection 2: All already active negative combat effects, the ones listed below, gets removed/purged immediately** , **** when an allied ship touches/breaches the shell of the barrier.**
Weakness 1: The protection from enemies weapons fire is gone, if they already have breached the barrier.
Weakness 2: Those listed negative effects DO NOT count, if the enemy uses/reuses them, AFTER they have breached the barrier.
Extended Shield Barrier, also known as “Guardian” protects you and your team from these effects below, if the enemy is outside of the barrier.
Examples: (special module and active combat modules)
ECM active special/combat modules: Ion Diffuser, Stasis Generator, Energy Absorber, Weapon System Inhibitor
Tackler active special/combat modules: Target Painter, Engine Suppressor, Inhibitor Beam, Sentry Drone, Heavy Guard Drone, ODG Chameleon - cloak (if used outside of the barrier)
Guard active special/combat modules: Pulsar, Missile Shield, Spectre Field (doesn’t work inside of the barrier, if activated)
Interceptor active special/combat modules: Spider web, White Noise Jammer, Adaptive Camo (if used, before entering the barrier)
Long Range Frigate Sniper/Torpedo active special/combat modules: Disintegrator, Guided torpedo, Weapon Overcharge, Tachyon Charge, EM Scattering Field (if active inside of the barrier - gets negated )
Gunship active special/combat modules: None
Engineering active special/combat modules: None
Command active special/combat modules: None
Recon active special/combat modules: Parasitic Remodulator
Other: All debuff missiles with area effect in general (see some exceptions below)
If the active barrier is breached/destroyed, the protection against those modules is lost!
Exceptions/excluded from the protection
ECM active special combat modules: Metastable Energy Field Generator
Tackler active special/combat modules: ODG Chameleon - cloak (if used inside of the barrier)
Guard active special/combat modules: Mass Propulsion Inhibitor, Signature Masking
Interceptor active special/combat modules: Plasma Arc, Self-Destruct, Adaptive Camo (if used after entering the barrier)
Long Range Frigate Sniper/Torpedo special/combat modules: IR Pulsar, EM Scattering Field - (only, if outside of the barrier - works normally), Reverse Thruster (shield barrier is not counted as an obstruction)
Gunship active special/combat modules: Particle Purge
Engineering active special/combat modules: None
Command active special/combat modules: None
Recon active special/combat modules: Phase Modulator, Spy Drones Container, Micro-locator
Other: guided torpedo blast/torpedo radiation cloud/EM torpedo blast, weapons with blast radius, ship’s debris - counts as an exception
General:
All types of guided and unguided missiles. Missiles with debuffs, such as an energy neutralizing, ion-beam warhead and slowing field missiles gets fully stopped and neutralised on the point of impact. Enemy fire gets absorbed, but it drains the shield. The moment the shield collapses or expires, all protection is gone. All enemy fire is stopped on the point of impact.
If allied ships flee into the barrier, while it’s still active, they got all negative combat effects removed, which are listed above, since the barrier neutrailizes them.
Only 1 barrier may be active at a time. While the barrier is active, any other ships equipped with the same module have this module disabled (greyed out).
Barrier also absorbs full damage from all types of missiles. There are some exceptions, which still do full blast damage.
They are listed in Exceptions/Excluded from the protection section/ Other.
Sector Conquest: (friendly fire)
Damage to the barrier can only be done from the outside, from enemies or allies alike.
Description of the module in game:
See Specials section.
Example: (extended shield barrier screenshot taken from another game)
Shows: Support/Engineering ship: Capital ship - Dreadnought
I only wrote my initial idea and now we need to evaluate it.
Please, comment and stay on the topic.
With respect, Koromac
Reason for edit: I added some additional and minor changes/adjustments, to clarify certain points.
Last edited: Saturday, 21th of March 2015 at 05:00 PM (UTC/GMT +1)
Status: Finalised
Consultation: Closed
Development: Unknown
Super testing:** Unknown**