Shield Array
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chilong
- Lieutenant Jr. Grade

- Posts: 68
- Joined: Tue Dec 15, 2009 12:46 am
- Location: L.I., NY
Shield Array
Are there any limitations to the shield array, i.e., time, number of strikes, etc.? It seems almost too easy to get out of a tight spot; simply deploy shield and jump somewhere else.
[Edited on 9-25-2010 by chilong]
[Edited on 9-25-2010 by chilong]
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Blackthorne
- Lieutenant

- Posts: 239
- Joined: Wed Dec 10, 2008 9:27 pm
- Location: Germany
Moaners
The deploy constructor is a rather troublesome piece of equipment. It replaces the repair unit, the fuel converter, the sensor probes, and a good deal of caution without any serious drawbacks.
IIRC someone found a way to disable/destroy a deployed shield array, but it seems to be neither an easy, intuitive or reliable way to get rid of these things.
-Blackthorne
IIRC someone found a way to disable/destroy a deployed shield array, but it seems to be neither an easy, intuitive or reliable way to get rid of these things.
-Blackthorne
The individual has always had to struggle to keep from being overwhelmed by the tribe.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
If you try it, you will be lonely often, and sometimes frightened. But no price is too high to pay for the privilege of owning yourself.
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TGS
- Lieutenant

- Posts: 192
- Joined: Mon Aug 08, 2005 5:17 pm
Moaners
Yeah I'm torn myself with the device. I love it and hate it at the same time. I love it in that it provides so much to the game. Being able to drop a shield array in the middle of nowhere and sit inside it and go afk is awesome as it negates the need to esc which I have to say I have never EVER liked a "pause" button in multiplayer.
But yeah honestly the fact that these devices cannot be destroyed by enemies or even by the player who created them without all players jumping out of the sector seems very clunky. Hell I don't even really understand the logic behind the fact that the shield generator can essentially be used by all players and the only "protection" for those inside from others inside is that you can't really shoot your weapons whilst inside.
tbh the shield should be nothing more than a giant and very powerful "shield" that can be widdled down and punched through and it should be tied to the player/clan that created it. So other players cannot fly into it without destroying it.
Honestly I would love to see something innovative tied into this device and even the Build constructor in the form of "material" ammunition such as to construct devices requires x of a certain material like anti or machinery or something to construct. Forcing the player to at least expend SOMETHING to place the devices.
For a game that is a simulator I wanna know what the logic is that you can place fairly complex devices in the middle of space without any sort of base material.
But yeah honestly the fact that these devices cannot be destroyed by enemies or even by the player who created them without all players jumping out of the sector seems very clunky. Hell I don't even really understand the logic behind the fact that the shield generator can essentially be used by all players and the only "protection" for those inside from others inside is that you can't really shoot your weapons whilst inside.
tbh the shield should be nothing more than a giant and very powerful "shield" that can be widdled down and punched through and it should be tied to the player/clan that created it. So other players cannot fly into it without destroying it.
Honestly I would love to see something innovative tied into this device and even the Build constructor in the form of "material" ammunition such as to construct devices requires x of a certain material like anti or machinery or something to construct. Forcing the player to at least expend SOMETHING to place the devices.
For a game that is a simulator I wanna know what the logic is that you can place fairly complex devices in the middle of space without any sort of base material.
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Admiral Sindari
- Ensign

- Posts: 24
- Joined: Wed Mar 18, 2009 11:01 pm
- Location: Romulus
Moaners
Will you people stop moaning about the shield array.
This is a wonderful piece of equipment. It's functional and very useful when used correctly.
This piece of advanced technology is innovative and suits a high tech games like this along with all the other new goodies here.
So find something else to winge about (like excal load times) and lay off the deployables.
Hail Romulan!
This is a wonderful piece of equipment. It's functional and very useful when used correctly.
This piece of advanced technology is innovative and suits a high tech games like this along with all the other new goodies here.
So find something else to winge about (like excal load times) and lay off the deployables.
Hail Romulan!
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TGS
- Lieutenant

- Posts: 192
- Joined: Mon Aug 08, 2005 5:17 pm
Moaners
Hahaha someone likes their new technology and doesn't want it messed with 
Originally posted by Admiral Sindari
Will you people stop moaning about the shield array.
This is a wonderful piece of equipment. It's functional and very useful when used correctly.
This piece of advanced technology is innovative and suits a high tech games like this along with all the other new goodies here.
So find something else to winge about (like excal load times) and lay off the deployables.
Hail Romulan!![]()
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chilong
- Lieutenant Jr. Grade

- Posts: 68
- Joined: Tue Dec 15, 2009 12:46 am
- Location: L.I., NY
Moaners
Actually I do like the constructor but wondered about the shield array.
I haven't figured out how to use the sensor yet. When I try to deploy it, I getb a message telling me that I,m trying to place it in an invalid spot; "must be between -50K and 50K"?
How do I set a distance?
I haven't figured out how to use the sensor yet. When I try to deploy it, I getb a message telling me that I,m trying to place it in an invalid spot; "must be between -50K and 50K"?
How do I set a distance?
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TGS
- Lieutenant

- Posts: 192
- Joined: Mon Aug 08, 2005 5:17 pm
Moaners
The 50k -50k is in reference to your in-sector coordinates basically the best way to even it out and to get an idea of where in a sector box you can place it would be to set your coordinates to X0, Y0, Z0
Originally posted by chilong
Actually I do like the constructor but wondered about the shield array.
I haven't figured out how to use the sensor yet. When I try to deploy it, I getb a message telling me that I,m trying to place it in an invalid spot; "must be between -50K and 50K"?
How do I set a distance?
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Nigel_Strange
- Captain

- Posts: 1254
- Joined: Fri Mar 25, 2005 5:51 am
Moaners
The shield array (and other deployables) are an excellent and now integral part of the game. They add options for players running difficult missions that they would not otherwise have.
For example, the fuel station is now an obvious choice for when you are hunting for those pesky hidden planets. You no longer need to worry about running out of fuel (though you might have to sit a while to get more).
The shield array has come in handy for me a few times. I don't often use it, but if I'm in a hostile sector, it's nice to dock at a station without worrying about being shot at. Good for mining too.
The mining deployable is very good for earning cash while you're otherwise engaged in the role of earning cash. You can drop one on a roid and go do a mission or two, then come back and scoop up the goodies (as long as you don't leave the sector)...
So, all in all, though the Excals have a longer refresh rate, the other technology has provided a bounty of new options for the player.
Also: if you can get a stealth generator, I highly recommend it
For example, the fuel station is now an obvious choice for when you are hunting for those pesky hidden planets. You no longer need to worry about running out of fuel (though you might have to sit a while to get more).
The shield array has come in handy for me a few times. I don't often use it, but if I'm in a hostile sector, it's nice to dock at a station without worrying about being shot at. Good for mining too.
The mining deployable is very good for earning cash while you're otherwise engaged in the role of earning cash. You can drop one on a roid and go do a mission or two, then come back and scoop up the goodies (as long as you don't leave the sector)...
So, all in all, though the Excals have a longer refresh rate, the other technology has provided a bounty of new options for the player.
Also: if you can get a stealth generator, I highly recommend it
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Scavenger4711
- Lieutenant

- Posts: 150
- Joined: Tue Jan 26, 2010 7:40 pm
- Location: Germany
Moaners
In my opinion the shield array should have limited power, so you can disable it by shooting at it with enough firepower. Because it's just lame deploying an indestructable shield in the middle of hostile space without letting enemies a single chance to attack you.
There is also the fact that all deployables don't cost anything. So you build a fuel station, an energy station, sourround all that (well, at leats those parts that fit in there) with a shield and voilà , you've got an untouchable fortress - for free. I think that's kind of unbalanced. Because with all those devices you can repair your ship and receive full shields and energy in no time, get fuel for free without any bigger risk (in comparison to the fuel converter where you hav to fly near a star) and get "unlimited" protection by a shield array.
I think that at least deployables should cost something as the stations do. Because like Blackthorne already said, it replaces to many other equipment, so it makes them rather useless or unecessary.
There is also the fact that all deployables don't cost anything. So you build a fuel station, an energy station, sourround all that (well, at leats those parts that fit in there) with a shield and voilà , you've got an untouchable fortress - for free. I think that's kind of unbalanced. Because with all those devices you can repair your ship and receive full shields and energy in no time, get fuel for free without any bigger risk (in comparison to the fuel converter where you hav to fly near a star) and get "unlimited" protection by a shield array.
I think that at least deployables should cost something as the stations do. Because like Blackthorne already said, it replaces to many other equipment, so it makes them rather useless or unecessary.
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Vice
- Administrator

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- Joined: Fri Apr 25, 2003 1:38 am
Moaners
One feature is being added for the next update... the ability to scuttle deployables while remaining in the sector. This includes being able to scuttle the deployables of an opposing player/clan in multiplayer.
A past consideration of deployables is an expense, but for the initial release, one was not established (left open to gauge feedback on whether such a cost should be added or not). There does now seem to be some significant interest in including a cost with deployables, but the question remains, how much? The cost should probably be pretty low, enough that there is at least the desired expense, but still practical for use in contracts/missions. I've opened a poll for this: http://www.starwraith.com/forum/viewtop ... 1#pid90498
A past consideration of deployables is an expense, but for the initial release, one was not established (left open to gauge feedback on whether such a cost should be added or not). There does now seem to be some significant interest in including a cost with deployables, but the question remains, how much? The cost should probably be pretty low, enough that there is at least the desired expense, but still practical for use in contracts/missions. I've opened a poll for this: http://www.starwraith.com/forum/viewtop ... 1#pid90498
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TGS
- Lieutenant

- Posts: 192
- Joined: Mon Aug 08, 2005 5:17 pm
Moaners
Errr what exactly do you mean "scuttle" deployables of an opposing player/clan? I hope it isn't going to be the same mechanic for the enemy as the owner. I know currently there's sort of a unified or non-existant ownership system when it comes to objects placed in space atm. IE stations aren't owned by players they're merely created by players. Deployables fall into a similar category except they're owned by everyone so to speak. I'm starting to think that in the long run it might be an idea to start building framework into the game to actually give players various controls over their creations. Even if as simple to start with as linking each creation to their name and giving them basic controls such as scuttling. And if enemies want to do it they have to do it through force of some sort.
[Edited on 9-27-2010 by TGS]Originally posted by Vice
One feature is being added for the next update... the ability to scuttle deployables while remaining in the sector. This includes being able to scuttle the deployables of an opposing player/clan in multiplayer.
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Vice
- Administrator

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Moaners
Scuttle = destroy. It won't be a long distance thing, the scuttling player will need to move in close to the object, much like how station detonators work... giving a defending player/clan a chance to protect against such actions.Errr what exactly do you mean "scuttle" deployables of an opposing player/clan?
It will require very close proximity (nearly docked), and even if successful, the other player(s) can return the favorAnd if enemies want to do it they have to do it through force of some sort.

