Forums » Suggestions

Organic Shields

Nov 10, 2006 jen@arvig.net link
A Organic Hull addon... Biocom

Large port installed

repairs hull at a slow rate at a cost of power....

lets say 1000 hull per min or lower costing ship power like 10 in drain.

would be activated by player or deactivated...like a minning beam
Nov 10, 2006 upper case link
1000 hull per minutes?

it takes about 4 seconds to destroy most ships.

shields have now been implemented. they're reserved for capital class ships, wich also makes sense (imagine the hardware required for generating shields...)
Nov 10, 2006 Lexicon link
This would encourage running away even MORE.
Nov 10, 2006 greengeek link
Running away? Possibly, though drain and mass can mitigate this.
"Fighting" at long distance and attempting to maintain a standoff long enough to recover enough hull to finish someone off? Probable to definite.

Self-repairing ships still doesn't strike me quite right. I tend to prefer the way the devs are moving with the capship-class shields, in that hull damage is separate (as it also leads to more variation in ship durability, especially if smaller classes of ships are given shields, depending on the overall strength, recharge and recovery numbers). Additionally, it's nice to have the repair equipment work only on ships besides the one carrying it, as it encourages teamwork and group strategy.
Nov 10, 2006 Renegade xxRIPxx link
would be nifty to see the traderships and bigger ships with shields. Or some of the newer special ships, like for example the raptor :D. being first ship with 1 large port and a shield :D.

/me imagines a prom with a shield :D.
Nov 10, 2007 Lysethia link
This would be cool if you 'gobbled' up scrap metal to regain your hull. That would at least encourage up close, quick fighting.
Nov 10, 2007 Phaserlight link
This sounds like a pretty cool suggestion that isn't overpowered.

Rather than having it cause drain I like Lysethia's idea of having it consume scrap metal. That way the repair wouldn't be unlimited, but have a resource cost associated with it.

One thing, would this make repair guns obselete? The two would have to be balanced carefully.
Nov 10, 2007 ArAel link
whats with all the thread nercomancy
Nov 10, 2007 reDust link
I could see this working if being able to shut down certain systems in your ship was implemented.

Like if you're a trader and you manage to lose the pirate that almost destroyed you. You could find yourself a nice empty sector, shut down your engines and divert their power to repairing the hull of your ship.
Nov 11, 2007 vIsitor link
I'm willing to forgo the usual verbal beatings that accompany thread necromancy in this instance, if only because you dug up something interesting and applicable.

Organic hull add-ons would be neat, but only if other, 'normal' hull improvements become available. I could also see a regeneration effect working for the Stygian Furies that BioCom/Valient have been secretly field-testing by programming/training them to behave like hive bots (you can sometimes see them in Edras; the Hive isn't advanced enough to develop technology like that--even the Leviathan is just a bunch of ships stuck together). If they were ever to release the ship to the open public, such a feature as regeneration would make it appealing as an alternative to the existing fighters on the market (much like the Raptor has a built-in radar extender).
Nov 12, 2007 Hedgehogs4Me link
perhaps there could be a Biocom Moth with the shield built-in, but I don't like the idea of being able to give it to any ship. And anyone who has driven a moth carrying many somethings that are heavy through an ion storm with guardians with it will probably agree that the moth would be the best candidate for this.

/me hides in case people don't agree or have trouble with me posting here