Post by mitobox on Apr 22, 2017 3:06:53 GMT
It stands to reason that the player can research energy shields at some point (I'm guessing mid-Space Stage). However, there's more than one way of portraying it.
One form of shielding is an absolute barrier against all potential damage, be it energy or kinetics-based. However, both will "wear down" shield integrity until it can no longer offer protection unless/until it is allowed to recharge. This system has been a staple of the Halo series, and offers a unique dynamic between energy and kinetic weapons; energy weapons quickly drain shield power, while kinetic weapons do more actual damage to the target.
Shown above is the infamous "noob combo" technique that exploits this system. As you can see, a fully-charged plasma pistol takes out the first enemy player's shield, allowing the player to finish him off quickly with his battle rifle. He then repeatedly shoots his second target with the latter weapon, but it is not so effective at draining shield power.
There is a second system, however, where kinetics are able to pierce shields, while energy weapons cannot. However, energy weapons are what deal more actual damage when shields are down, which is the reverse of the above. This is the system used in Star Wars: Empire at War, where bombers and other kinetic weapons-using ships are needed to take out enemy ships' shield generators so that the more powerful energy-firing ships can mop up the remaining hardpoints.
The popular 4x game Stellaris uses an odd mix of the above, where shields offer protection from both kinetic and energy weapons. However, kinetics are better at draining shield power (probably because of their sheer force), while energy weapons offer more hull penetration.
I'm assuming the best way for things to go in Thrive would be multiple types of shield and armor/hull. There would be two types of each; one suited to blocking energy weapons ("Insulating Armor" and "Deflector Shield"), and another suited to blocking kinetic weapons ("Heavy Armor" and "Force Shield").
One form of shielding is an absolute barrier against all potential damage, be it energy or kinetics-based. However, both will "wear down" shield integrity until it can no longer offer protection unless/until it is allowed to recharge. This system has been a staple of the Halo series, and offers a unique dynamic between energy and kinetic weapons; energy weapons quickly drain shield power, while kinetic weapons do more actual damage to the target.
Shown above is the infamous "noob combo" technique that exploits this system. As you can see, a fully-charged plasma pistol takes out the first enemy player's shield, allowing the player to finish him off quickly with his battle rifle. He then repeatedly shoots his second target with the latter weapon, but it is not so effective at draining shield power.
There is a second system, however, where kinetics are able to pierce shields, while energy weapons cannot. However, energy weapons are what deal more actual damage when shields are down, which is the reverse of the above. This is the system used in Star Wars: Empire at War, where bombers and other kinetic weapons-using ships are needed to take out enemy ships' shield generators so that the more powerful energy-firing ships can mop up the remaining hardpoints.
The popular 4x game Stellaris uses an odd mix of the above, where shields offer protection from both kinetic and energy weapons. However, kinetics are better at draining shield power (probably because of their sheer force), while energy weapons offer more hull penetration.
I'm assuming the best way for things to go in Thrive would be multiple types of shield and armor/hull. There would be two types of each; one suited to blocking energy weapons ("Insulating Armor" and "Deflector Shield"), and another suited to blocking kinetic weapons ("Heavy Armor" and "Force Shield").