Yes, it's just another variation of an existing shield. I don't know whether we would have slight variations like this, but what the hey.Ranos wrote:Identical to Time Dialation shields except this stores the energy and deals it all at once at some point instead of dealing it over X turns/time.utilae wrote:Delay Shield
Yeah, I intended it to be difficult to understand, as time travel is already. Think of it as an error in the timeline. The damage is rerouted through time. It occurs as an event in time. But this is an error. So moments later, time corrects the error. In the timeline the event occured, but the consequence of the event is erased from time, as a cheap method of correcting the timeline.Ranos wrote:No offense, but utterly nonsensical and very hard to understand. The ship gets damaged but then most of the damage just magically (or scientifically, depending on your POV) disappears. Your explanation really makes no sense. If the damage is done, where does it go? You mention that it goes back in history maybe, its hard to understand what you are saying, and is actually fixed in the past while in the present, the ship is mostly undamaged. This shield is far too confusing and far too ridiculous, IMO.Late Shield
I think its an oddly unique scientific explanation. If it gives some scifi people a buzz trying to understand it then cool. You didn't really comment on the shield itself though, just the explanation.
I don't know if that's what will happen, but it may be no more complex than time dialation shields.Ranos wrote:The math behind this shield would seem to be very complex and may, I know nothing about processor power and how much it takes to actually slow a computer down, bog down the player's computer.Overload Shield
Yes, suprisingly you understood the math behind this. I explained it well then.Ranos wrote: If I understand correctly, the first weapon hit goes in to storage X or storage Y (I think they should not be called HP because they don't function as hp but merely numbers for the use of calculations) the damage is divided by two and each half is randomly stored in X or Y. X could get half and Y could get half or one of them could get all of the damage. Every shot then looks at how much is in X and Y and if equal, no damage gets through and that damage is added to X and/or Y in the same manner as above. If different damage equal to the difference gets through and the rest is is added to X and/or why in the same manner.
That is true, it would be really easy to make the difference in this way and then the shield is useless. When the difference is big enough, all weapons with damage below the difference will get through. I may attempt to modify it, to remove this weakness.Ranos wrote: To make this easier, lets say there is a weapon that does 100 damage. It is fired at the ship. X and Y are both 0 so no damage gets through. Damage is divided into 50 and 50 and then added to X or Y randomly. If X gets one and Y gets the other, both now have 50 stored and the next shot will be comletely blocked and divided. If X get both halves then X is now 100 and Y is 0 and every shot after that will get through because the difference is 100 and the damage is 100, so 0 damage is blocked.
Now, that right there is the problem. First off, I know that there will more than likely be multipe weapons used by each empire so the damage fired at the ship will not always be 100. The problem is, there will always be a weapon that does the most damage and all it takes is one hit from that weapon and the damage getting stored completely to X (or Y) for every shot from every weapon after that to get through.
This shield would not work.
EDIT: I modified the way Overload shields work:
Shield has the value X (starts at 0). When damage hits the shield 10% gets through, then X is how much of the remaining damage gets through. A random number between 1 and 2 is rolled. If 1 then the rest of the damage is added to X. If 2 then X is halved.