[FT] Real Shields (or better armor)

6 posts ยท Jun 4 2001 to Jun 6 2001

From: David Griffin <carbon_dragon@y...>

Date: Mon, 4 Jun 2001 10:42:54 -0700 (PDT)

Subject: [FT] Real Shields (or better armor)

I don't know what Jon has in mind for FBIII, but if one postulated a shield in
Star Trek, it might look something like armor in FT, but Armor in FT works
only against some things.

If you wanted armor that was effective against anything (including for example
pulse torpedoes and K guns) what might that armor cost in mass and points?

I'd be interested in either something like that, or perhaps simply some kind
of electromagnetic shield that works against both energy and physical objects
for FBIII if that were possible.

If such a system were available I'd be willing to operate under a limitation
of using only that
system in lieu of screens and/or armor. Has anything
been talked about? I saw the mass/energy screen in
the weapon/defense archive, but has anybody tested
it for play balance or feel and is GZG considering such a thing?

Thanks in advance!

From: Brian Bell <bkb@b...>

Date: Mon, 4 Jun 2001 19:35:52 -0400

Subject: RE: [FT] Real Shields (or better armor)

Two years ago, I ran a game at GZGECC with a pre-FB2 Sa'Vasku force that
had shields. Each shield was rated (related to power) and absorbed all damage
upto that rating in a round, and then provided no additional protection in the
round. The next round they provided the same protection (if powered and not
damaged). They could NOT be combined with armor or screens. For the game I did
not try to cost them out for human ships.

For human ships it is a little bit tougher. I would suggest the following as a
starting point for discussion:

Shield Projector Mass: 5% of ship mass (minimum 1 mass) Cost: 3 per mass
Protection: 3 points Symbol: Shield Shape Rules: Each round a shield will
absorb the first 3 damage points that the ship would have taken. Any damage
after this is taken at full value. Unless the shield projector is damaged
(threshold damage, needle attack), it can absorb this amount of damage each
round.

[quoted original message omitted]

From: Izenberg, Noam <Noam.Izenberg@j...>

Date: Tue, 5 Jun 2001 08:35:01 -0400

Subject: Re: [FT] Real Shields (or better armor)

There are several All purpose shield and armor variants in the
Weapon/Defense Archive:

http://members.nbci.com/noam_izenberg/Weap-Def_Archive.htm

Check especially the screen/shield section
http://members.nbci.com/noam_izenberg/WDA-Screens.htm

for

From: David Reeves <davidar@n...>

Date: Tue, 5 Jun 2001 09:07:09 -0400

Subject: re: RE: [FT] Real Shields (or better armor)

> [quoted text omitted]
Date: Mon, 4 Jun 2001 19:35:52 -0400
From: "Brian Bell" <bbell1@insight.rr.com>
Subject: RE: [FT] Real Shields (or better armor)

Two years ago, I ran a game at GZGECC with a pre-FB2 Sa'Vasku force that
had shields. Each shield was rated (related to power) and absorbed all damage
upto that rating in a round, and then provided no additional protection in the
round. The next round they provided the same protection (if powered and not
damaged). They could NOT be combined with armor or screens. For the game I did
not try to cost them out for human ships.

For human ships it is a little bit tougher. I would suggest the following as a
starting point for discussion:

Shield Projector Mass: 5% of ship mass (minimum 1 mass) Cost: 3 per mass
Protection: 3 points Symbol: Shield Shape Rules: Each round a shield will
absorb the first 3 damage points that the ship would have taken. Any damage
after this is taken at full value. Unless the shield projector is damaged
(threshold damage, needle attack), it can absorb this amount of damage each
round.
<<<<<<<<<<

we have been experiementing with this shield type as well with an added
twist.  we added a shield generator for each 60-degree arc.  when it's
damaged, there's no shield protection for that arc. the design purpose was
to encourage more maneuver to protect/hit weak spots.  for the play cost
of a few extra ship components, it's worked well and simply.

Dave

From: Oerjan Ohlson <oerjan.ohlson@t...>

Date: Wed, 06 Jun 2001 19:43:44 +0200

Subject: Re: [FT] Real Shields (or better armor)

> David Griffin wrote:

> If you wanted armor that was effective against

Read the section on Phalon multi-layered shells in FB2. They are exactly

that - armour which is able to prevent P-torps, missiles, K-guns etc.
from damaging the hull boxes before all armour is gone.

Of course, against the big K-guns you need very many shell layers to
stop
the damage, but OTOH the big K-guns cost lots for relatively little
damage :-/

Regards,

From: David Griffin <carbon_dragon@y...>

Date: Wed, 6 Jun 2001 11:59:31 -0700 (PDT)

Subject: Re: [FT] Real Shields (or better armor)

> --- Oerjan Ohlson <oerjan.ohlson@telia.com> wrote:

> Read the section on Phalon multi-layered shells in
I'll say. Only 1 point is stopped per armor layer per weapon. You'd need a LOT
of layers. I'm not sure this is very practical. I don't think you can afford
enough layers. It would look interesting to have 1 armor box in 20 layers
though;)