tag:blogger.com,1999:blog-8394074963215462822.post6505801804324374948..comments2024-03-24T00:19:48.310-07:00Comments on Delta Vector: Delta Vector Space Game: The Shield Conundrum 2.0evilleMonkeighhttp://www.blogger.com/profile/11998198938697175335noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-8394074963215462822.post-11058428352364919972015-04-21T22:25:15.714-07:002015-04-21T22:25:15.714-07:00In response to the shield arcs, I doubt they will ...In response to the shield arcs, I doubt they will be more complex than two hemispheres (like those pictured) if directional. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-60045637806175706932015-04-21T22:21:26.893-07:002015-04-21T22:21:26.893-07:00So am I! Shields may have to be abandoned if they...So am I! Shields may have to be abandoned if they add too much complexity, but they'd add a desirable element of tactics. <br /><br />That said, kinetic weapons are no different than pew pew lasers - a ship pivots at the start of its move, and maintains that facing throughout the move. So the shield side that was impacted would be the same. They shoot in/out of shields like anything else. <br /><br />Remember, people see the vector movement and think I'm aiming for hard sci fi. I'm not. I'm simply aiming for "NOT another WW2 in space game." Vector movement is what makes space, space. Otherwise you might as well just rename your WW2 naval rules like most companies do. <br /><br />Real hard sci fi battles would be rather boring. The biggest ship with the biggest laser would win - absolutely at odds with my design philosophy. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-23634440319978685802015-04-21T20:00:10.238-07:002015-04-21T20:00:10.238-07:00I'm real curious how directional shields are g...I'm real curious how directional shields are going to work with the vector movement system, particularly the kinetic weapons.Jeff Alexanderhttps://www.blogger.com/profile/02505316906423031421noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-79816822471145789462015-04-09T16:43:12.875-07:002015-04-09T16:43:12.875-07:00That's what I originally thought he meant when...That's what I originally thought he meant when he suggested directional shields with markers.<br /><br />So something like each shield emitter allows you to place a shield through something like 1/6th or 1/3rd of the ship's arc (since you're using hex bases), and you can reposition it either any time you like or with a crew skill check.<br /><br />Given that you want more terrain you could treat shields as a type of terrain. Say something like a pipe-cleaner or straw that you can place anywhere within a shortish distance of the ship using the shield. It would have a certain chance to block and beams or kinetic weapons, but wouldn't be able to block ships. (I'm not sure about missiles or drones)<br /><br />It may be difficult to make it work with your vector and turn order systems though.TimPhttp://hub.timp.com.aunoreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-7693912639010765312015-04-09T16:32:19.071-07:002015-04-09T16:32:19.071-07:00You can do this already by passing a crew check an...You can do this already by passing a crew check and simply swapping what side the "Shields Down" marker is on. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-7811153626125743772015-04-09T09:59:57.554-07:002015-04-09T09:59:57.554-07:00What about if the markers shows where the shields ...What about if the markers shows where the shields ARE, and as a player you can reinforce them in one direction at the cost of another. "All ahead flank speed - Reinforce the forward shields!" This would add a nice command decision point, but opens up some risk/opportunity for the enemy.<br />Paul O'Ghttps://www.blogger.com/profile/08611720164170399684noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-69075210695670394762015-04-09T07:01:42.918-07:002015-04-09T07:01:42.918-07:00That's a pretty nifty mechanic, but perhaps a ...That's a pretty nifty mechanic, but perhaps a bit more granular than what I need. Pretty much shields yes/no is all I need to know. <br /><br />If I was using a simpler hull system (i.e. damaged/heavy damaged/crippled) without specific hit locations, a more involved shield system would be good and your idea would be very useful for that. evilleMonkeighhttps://www.blogger.com/profile/11998198938697175335noreply@blogger.comtag:blogger.com,1999:blog-8394074963215462822.post-35445614613586070112015-04-09T05:10:58.958-07:002015-04-09T05:10:58.958-07:00In my system, Pax Stellarum, shields are a number ...In my system, Pax Stellarum, shields are a number of D6 you can roll to try and cancel hits. So a Shields value of 5 means you get to roll 5D6 each time you are attacked. In order to cancel a hit with a shield roll, the result must at least equal the weapon's strength.<br /><br />Shields drop little by little, according to the total strength of all hits on that ship: If the combined strength of all hits equal the current Shields Value, it drops by 1, if it equals or exceeds double, it drops by 2.<br /><br />Folks here at my group find this mechanic to be quite engaging, and the only marker needed is a die next to the ship to keep track of current level of shields.Matgchttps://www.blogger.com/profile/05842376043110769125noreply@blogger.com