Ablative Shields

3 posts · Jul 31 1996 to Aug 9 1996

From: FieldScott@a...

Date: Wed, 31 Jul 1996 13:30:27 -0400

Subject: Ablative Shields

Greetings all,

When I first picked up FT, one of the few things that I didn’t like was
screens; most sci-fi defensive shields are portrayed as being ablative
(ie --
shot away bit by bit), and FT screens didn’t seem to fit the “image.” After
playing FT a while, I’ve changed my mind about screens, but I still thought
it might be interesting to try and simulate “conventional” sci-fi
shields. Whether these shields absorb damage from torpedoes, missiles, etc. is
up to you.

Scott Field

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Shields (Ablative) -- there are three classes of shield generators; all
classes work the same, but have different strengths, cost and mass. Each ship
may only have one shield generator.

Standard shield generator:  Strength equal to 1/3 the ship’s mass.
   [Cost = 1 per ship mass; Mass: = 5]
Inferior shield generator:  Strength equal to 1/6 the ship’s mass.
   [Cost = 1 per 2 ship mass; Mass: = 2]
Superior shield generator:  Strength equal to 1/2 the ship’s mass.
   [Cost = 3 per 2 ship mass; Mass: = 8]

Initially, shields absorb all damage a ship takes, but each point of damage
subtracts one from the shields’ strength (calculate damage as against an
unscreened ship). The way I record this is by making "hash marks" in the top
right corner of the ship record box, outside the ship outline. Once the
shields have been reduced to half strength, draw a line under the hash marks
you’ve made and continue marking damage underneath the line, but half of the
damage from each attack gets through to the ship itself and is recorded as
normal damage. Round odd numbered damage in the shields’ favor, so a ship
getting hit for 3 damage would absorb 2 points with its shields and take 1
point of structural damage. Once the shields’ strength has been reduced to
zero, all damage is applied to the ship normally.

Example: a 32-mass cruiser installs standard ablative shields, at a cost
of 16 points and 6 mass. The shields have a strength of 11 (32 mass divided by
3, rounded off). The first 6 points of damage the cruiser takes will be
absorbed by the shields; after that, half damage will get through to the ship.
Once the shields have been reduced to zero, then the cruiser will take full
damage.

I allow damage control parties to attempt to repair shields. (“Scotty, I need
more power to the shields!”) Each successful repair roll on the shields
restores 1-3 points of strength to the shields up to half strength. Once
the
shields are above 1/2, each successful repair roll only restores 1
point.

Note that the shield generator itself may still be knocked out as a result of
threshold checks or needle attacks; if it is, then shields are completely
down until/unless the generator can be repaired by damage control teams.
If the generator is repaired, the shields will be restored at whatever
strength they had before they were knocked out.

From: Joseph L. Haygood <jhaygood@a...>

Date: Wed, 7 Aug 1996 13:18:03 -0400

Subject: Re: Ablative Shields

> At 01:30 PM 7/31/96 -0400, you wrote:
After
> playing FT a while, I've changed my mind about screens, but I still

What do you think of this: inferior ablat shielding recharging = 1d6 divide by
3 (round down) with a 1 minimum standard ablat shielding recharging = 1d6
divide by 2 (round down) with a 1 minimum superior ablat shielding recharging
= 1d6

I do like your costing and mass data.

I like this better than putting standard shields on a specialist ship that
would most likely hang back, do its role, hopefully not engage in direct
combat, and get the hell out (like a pure missile cruiser, which will fire
everything then warp off table).

Questions? Comments? Suggestions?

Jay

From: FieldScott@a...

Date: Thu, 8 Aug 1996 22:13:52 -0400

Subject: Re: Ablative Shields

> Jay wrote:

> What do you think of this:
with a 1
> minimum
with a 1
> minimum

Interesting idea; allowing shields to recharge only on turns when they don't
get hit makes things interesting. Only thing I might say is I'd be pretty
leary of allowing superior shields to recharge that fast; they're pretty
powerful as it is.