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Questions - Game Mechanics: Capital ship shields and weapons


Spike2000
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Note - complicated stuff warning!

 

Basically, does anyone know how these work?

 

An Imperial Star Destroyer has a Shield Strength of 300, and a recharge rate of 15. It's hull value is 2750. (bear with me, I think the hull value is relevant...)

 

A Lancer Frigate also has Shield Strength of 300, and a recharge rate of 15. It's hull value is 500.

 

From observation, the shields on an ISD last longer than the ones on a Lancer Frigate.

 

Questions:

 

1. Are shields like hull: basically 'hit points' that are removed when hit, and recharged at the given rate. If so are the shield points proportional to the ship's hull value?

 

2. Is the shield strength an indication of how much damage the shields 'dissipate' from incoming fire? Is this tied to hull value? (This would mean that a Corvette shooting at the ISD would do less damage to it's shields than if it was firing at the Lancer, even though, on paper, the shields should be the same).

 

3. What is the difference between Lasers and Turbolasers when firing at a ship? How are they related? Are 100 Lasers equivalent to a certain number of Turbolasers?

 

4. Again, from observation, it is possible to 'overwhelm' a ship with many smaller ships. A single Corvette shooting at an ISD will do nothing, yet 5 of them can eventually damage the shield generator, even though they are not penetrating the shields. How does the game determine when the shield generators are 'overloading' and fail?

 

If anyone has managed to decode the formulae for this (Game Developers listening??) ... I'd be grateful if you could pass them on. Thanks :)

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8O ...difficult one this is ...there is a forum someware with some data.....hmm...but hey I will love to hear also the corect answer !

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Hi,

 

1) a: yes, I think so. b: Hmm, I never noticed the difference between the strenghts, that you meantioned.

 

2) I think it absorbs the damage of the shots until its energy is too low, the hit points of the shot are too great and then a shot can get through. If the shots keep coming, then the generator will be damaged and the shields will be out permanently.

 

3) Laser are for fighters, turbolasers for capships

 

4) a: sure, with enough turbolasers :wink: Also the "surround" command for your ships helps, cause the shields are drained from multiple angles

b: as I explained above, the shields get reduced, the generator reloads a certain amount of them now and then and if the stress is too great, the shields and evidentially the generator fail.

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3) Laser are for fighters, turbolasers for capships

 

:)

 

I know that, but it IS possible to knock out a cap ship with just lasers... I'm looking to figure out the relations between the two weapon systems: are they 50% effective (or 25% or whatever) if you shoot at the "wrong" type of target?

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I don't know the ratio, but they are certainly less effective from my experience. Although I can't remember beefing up the laser values to ~150 on each arc, hmm.... :roll:

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