Quote:
Kana said:
Quote:
Imperator Fyron said:
With leaky shields, you have to get past the initial shield points before any leakiness comes into affect. This essentially has that affect, where you have to take down part of the shields before damage can be done to the hull. Not by generator component, but instead by shield points.
|
Not sure I'm following you here...basically what you are saying is I can't do anything like this and use the shield component...Because the shield points are all or nothing...I wonder if I could mod something similar to leaky armor, but call it shield or something...hmmmm
Kana
|
No, I am telling you that leaky shielding acts very similar to what you were wanting... In practice, it has the same effect. Generally, leaky shield systems have the abilities set up so that the components might generate something like 2 times the shields from damage ability (as an example). You can imagine that this represents the various starting shield levels around the ship. Several shots might just damage the shields, and not have any leaky effect. This can represent collapsing a few areas of shielding. Once all initial shield points are gone, a hole has been created in the shield layer and the leaky effect kicks in. Each shot generates some shield points, and the ship gets some damage to internals. The next shot is reduced in damage by the generated shield points from the Last shot. Overall statistically, this represents partial reduction in damage to the ship from each shot from "deflector" type shields (which is how Star Trek shields function). Each shot will either be doing full damage, or no damage, or some percent of damage (depending on the exact values of shields from damage totals, weapon damage per shot, etc.), but it averages out.