NEW SHIELD IDEAS

Brutalitywarlord
Brutalitywarlord
Minor Nuisance
Joined Jul 2015 Posts: 111
edited 2 Nov 2016, 3:12AM
I got a couple of idea's for some shields, tell me what you guy's think, if they're completely broken ect, or if you got your own shield idea's maybe drop them down below as well

Idea 1) Cloaking Shield
makes the ship invisible in the battlefield until it reaches a certain distance from the enemy ships, 
protects against Energy weapons
Tier 1: 60 energy, De-cloak distance: Max-weapon range + 1000m, Mass 70t
Tier 2: 120 energy, De-cloak distance: Max weapon range + 600m, Mass 250t
Tier 3: 370 energy, De-cloak distance: Max weapon range + 150m, Mass 550t

Idea 2)  Invulnerability Shields (You guys can come up with a better name)
When activated, this shield makes the ship completely invulnerable to all damage for a short period of time 
then suffers a cool down longer than the activation period
the ship will have no damage resistance during this period
has no specific resistance type

[Edited: made Masses larger]
Tier 1: Mass: 550t, Activation period: 3 seconds, cool-down: 7 seconds
Tier 2: Mass: 1450t, Activation period: 6 seconds, cool-down: 15 seconds
Tier 3: Mass: 3200t, Activation period: 15 seconds, cool-down: 33 seconds

Idea 3) Reflector Shields
These shields cause any incoming projectiles to be reflected off of the ship as long as it still has energy
within it's reserves, (It causes bullets to literally bounce off of it and maybe hit enemy ships)
The reflected projectiles have a max distance determined by tier of the shield
This shield is a hybrid shield protecting against both Projectile and Explosive weapons

Tier 1: Energy: 120, Mass: 70t, Reflector distance: 3500m
Tier 2: Energy: 450, Mass: 250t, Reflector distance: 4250m
Tier 3: energy: 760, Mass: 540t, reflector distance: 5000m

[Edit: New shield Idea's will be added here, including any i see posted which are balanced enough to be placed]
Idea 4) Inhibitor Shield
This is a shield which inhibits the speed of any vessel caught in a certain radius around the ship (Excluding allied ships)
This shield protects against explosive weapons

Tier 1: Mass: 50t, Energy: 70, Effect Radius: 2700m
Tier 2: Mass: 120t, Energy: 210, Effect Radius: 3250m
Tier 3: Mass: 415t, Energy: 440, Effect Radius: 4850m

Idea 5) Breakthrough Shields
Sort of like a modifier on a carrier except it has way less range. This shield provides a slight phase to weapons
on any ship within range. Range is fixed at 1000m. The shield protects against energy weapons.
The effect does NOT stack with more shields

Tier 1) Mass: 150t, Energy: 150, Phase-Effect: 10%
Tier 2) Mass: 290t, Energy: 250, Phase-Effect: 15%
Tier 3) Mass: 450t, Energy: 750, Phase-Effect: 20%

Idea 6) Absorption Shields

This Shield, much like the breakthrough has an effect radius. This shield has a massive energy reserve to support it's ability.
The ability this shield possesses is to absorb any incoming damage for ships within the radius, making that ship take no
damage whatsoever, but instead does the damage to the Absorption shields. Once the shield runs out of energy
the ships in the support area will have no protection and will have to rely on their own shields.
This shield gives projectile protection only on the ship it's equipped to(Damage to other ships is deducted from shield energy)
Support range is capped at 1000m

Tier 1) Mass: 750t, Energy: 1550
Tier 2) Mass: 1550t, Energy: 3200
Tier 3) Mass: 3000t, Energy: 7000


tell me what you guys think, if there are some balancing issues with these shields feel free to give your fixes for them in the comments below, and if you got your own idea's please do share them below as well :D
  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111
    any idea's
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    Cloaking shield aint bad though the t3 should make it to where once in firing range you become visible (makes it much better to have for some ships like a frigate), the shield that acts like a actual shield xD is by default op regardless of tier... this thing will make anything pretty much invincible. Reflector shield is nice though the reflection should be based on projectile speed instead... so something like gladius would travel 4k with mags but siege only 2600 or something

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111

    Cloaking shield aint bad though the t3 should make it to where once in firing range you become visible (makes it much better to have for some ships like a frigate), the shield that acts like a actual shield xD is by default op regardless of tier... this thing will make anything pretty much invincible. Reflector shield is nice though the reflection should be based on projectile speed instead... so something like gladius would travel 4k with mags but siege only 2600 or something

    i do agree the invulnerable one is a little OP, maybe make it's mass waaayyy higher to the point it cripples the DPS of any ship it's attached to cause you'd need like T1 weapons, also have to remember it's cool down is almost twice as long as it's activation period, and the 3rd teir of the Cloaking shield could be balanced a little if it's a little too OP, i'll let you guys decide how
     
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    Personally the invulnerable shield shouldnt guard 100% against damage but instead be a shield that CANNOT die off... that way its always protecting but damage can still blred through and the mass it has will make sure the ship is balanced

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111
    edited 1 Nov 2016, 8:04PM

    Personally the invulnerable shield shouldnt guard 100% against damage but instead be a shield that CANNOT die off... that way its always protecting but damage can still blred through and the mass it has will make sure the ship is balanced

    fair enough, i'll edit that in, what about the new idea's, i disagree that it should always be protecting however, that'd just be more of a damage resistance then, like resistor tech for all damage types, like you said, need balancing

  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    New ideas hmm... cant think of any :(

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • PhantomRanger
    PhantomRanger
    Minor Nuisance
    Joined Dec 2015 Posts: 266
    These I like!
    Especially the deflective ones! 
    image
  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111
    These I like!
    Especially the deflective ones! 
    well lets keep talking, lets make the thread popular and see if we can't inspire kixeye to at the very least look at the thread if not consider it
  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111
    any more feed back
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    Now i have an idea
    Electromagnetic shield: upon being shut down the shield will send out a EMP blast that deals a little damage and stuns a nearby enemy for a short period. Guards against energy
    Tier 1: 300 health 450 mass aoe radius: 800 stun time: 3 seconds dps: 5
    Tier 2: 900/950/850/6/8 (same order as tier 1 stats)
    Tier 3: 2000/1400/900/10/14

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111
    the EMP doesn't have too far a range, how much damage does the EMP do
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    @Brutalitywarlord said:
    the EMP doesn't have too far a range, how much damage does the EMP do

    Its a shield and its aoe is larger than a projectile... combine it with unstable reactor ;) and its dps is minimal do to its affect (also why the range is a bit small... since it completely renders a ship inactive for a certain period)

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • Brutalitywarlord
    Brutalitywarlord
    Minor Nuisance
    Joined Jul 2015 Posts: 111
    fair point

  • odis183
    odis183
    Strike-force Captain
    Joined Mar 2015 Posts: 882
    a shield of 100 energy but constantly regenerates 50 energy per second even when depleted would be an excellent choice for battles of attrition but i beam, burst ray, and most projectile weapons would shred through them and the ship that carries it but highly resistant to weapons like the sico.

    maybe 100 energy and 50 e/s is a little extreme but this is the general idea.... so maybe 1000 e and 20 e/s.
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    @odis183 said:
    a shield of 100 energy but constantly regenerates 50 energy per second even when depleted would be an excellent choice for battles of attrition but i beam, burst ray, and most projectile weapons would shred through them and the ship that carries it but highly resistant to weapons like the sico.

    maybe 100 energy and 50 e/s is a little extreme but this is the general idea.... so maybe 1000 e and 20 e/s.

    I wouldnt mind this if it was more 500 energy and 100 energy/sec... would make it at least with stand a full fleets barrage instead of one ships then ship gets mauled by the rest

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • odis183
    odis183
    Strike-force Captain
    Joined Mar 2015 Posts: 882
    edited 10 Nov 2016, 11:29PM

    @odis183 said:
    a shield of 100 energy but constantly regenerates 50 energy per second even when depleted would be an excellent choice for battles of attrition but i beam, burst ray, and most projectile weapons would shred through them and the ship that carries it but highly resistant to weapons like the sico.

    maybe 100 energy and 50 e/s is a little extreme but this is the general idea.... so maybe 1000 e and 20 e/s.

    I wouldnt mind this if it was more 500 energy and 100 energy/sec... would make it at least with stand a full fleets barrage instead of one ships then ship gets mauled by the rest


    500 energy is very high for a shield like this if its also going to have 100 E/S imo.

    also, an auxiliary shield that can be put on a special slot.... very useful for the extra slot in frigates considering everything they are supposed to counter has built in phased.
  • Nightmare Deathlock
    Nightmare Deathlock
    Unicorn Overlord
    Joined Oct 2014 Posts: 8,727

    @odis183 said:
    Nightmare Deathlock said:

    @odis183 said:

    a shield of 100 energy but constantly regenerates 50 energy per second even when depleted would be an excellent choice for battles of attrition but i beam, burst ray, and most projectile weapons would shred through them and the ship that carries it but highly resistant to weapons like the sico.

    maybe 100 energy and 50 e/s is a little extreme but this is the general idea.... so maybe 1000 e and 20 e/s.

    I wouldnt mind this if it was more 500 energy and 100 energy/sec... would make it at least with stand a full fleets barrage instead of one ships then ship gets mauled by the rest

    500 energy is very high for a shield like this if its also going to have 100 E/S imo.

    also, an auxiliary shield that can be put on a special slot.... very useful for the extra slot in frigates considering everything they are supposed to counter has built in phased.

    I think a shield buffer of some sort as a special sounds cool... a special that boosts shield energy or gives/boosts recharge rate slightly or even enhances the shields ability to keep out damage bleed through (help withstand those mk5 bastards with built in phased)

    born in sector 1100

    alliance: LORD (VC only)

    VC: lv42 base (only game worth playing) likes to mess with noobs. loves being an insector (who doesnt? lol)

    BP: lv46 base (i think) retired

    WC: lv14 base (i think) hate this game...

  • odis183
    odis183
    Strike-force Captain
    Joined Mar 2015 Posts: 882

    I think a shield buffer of some sort as a special sounds cool... a special that boosts shield energy or gives/boosts recharge rate slightly or even enhances the shields ability to keep out damage bleed through (help withstand those mk5 bastards with built in phased)


    thats kinda the idea, with an auxiliary or secondary shield, 4 dps would deal 2 to the main shields, 1 to the 2ndary, and 1 to the hull with 50% phased.  
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