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 didnÂt like was screens; most sci-fi defensive shields are portrayed as being ablative (ie -- shot away bit by bit), and FT screens didnÂt seem to fit the Âimage. After playing FT a while, IÂve changed my mind about screens, but I still thought it might be interesting to try and simulate Âconventional sci-fi shields. Whether these shields absorb damage from torpedoes, missiles, etc. is up to you. Scott Field ------------------------------------------------------------------ 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 shipÂs mass. [Cost = 1 per ship mass; Mass: = 5] Inferior shield generator: Strength equal to 1/6 the shipÂs mass. [Cost = 1 per 2 ship mass; Mass: = 2] Superior shield generator: Strength equal to 1/2 the shipÂs 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 youÂve 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. (ÂScotty, I need more power to the shields!Â) 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.