Re: Proposed Damage System Overhaul
A couple ideas for shielding systems:
Trank Shields
Trans-Kinetic shields use superstring theory of action at a distance (remember when they said that wasn't possible?) to absorb kinetic energy. Using a gyroscopic flywheel effect of perpendicular energy fields, it converts forward momentum and returns angular momentum, thus deflecting objects before they strike the hull. Only good against projectile weapons.
Warp Shields
Nearly impenetrable by their nature, warp shields are an extension of warp drive theory. They connect the space in front of a ship to the space behind a ship, forming a short wormhole. This takes the ship out of harm's way, and is effective against all weapons that travel to their target, including most energy weapons. However, warp shields must be aimed along the axis of danger, and so it's hit or miss.
Temporal Shields
Surrounds the ship in a temporal anomaly; all things approaching the ship take longer and longer to get there as they pass through the field, until at the field's event horizon they take an infinite amount of time to strike the shield. Until the ship and it's field move along down the road. Instant weapons, and weapons that don't travel to their target are immune.
Phase Shields
Broadcasts an energy pattern identical to incoming beam, but 180 out of phase, damping it's effect out. Phase shields can only counter energy beams the player has researched. Further, if incoming fire is of a higher tech level, damage is passed through as a weapon of strength equal to the tech difference.
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