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Bill
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#21 Postby Bill » Wed Mar 23, 2005 11:01 am

Simon wrote:Because we like toys, we're going to import ALL of these ideas into our StarPunk game (see 101 worlds). Different species' sheilds work differently if figure, and having a bajillion different types of sheild means more fun shopping.


Great! Clint's FFF Deflector Shields would be like holographic shields, harder to hit but once you do, watch out!

The extra wound screens would be like regenerating screens trying to protect the ship. Personally I would probably limit the number of such on any ship as a good engineer/Repair skill might be able to counter damage (on a small ship to ship game) for an overly long time.

You could also use a Power Shield idea with more (0) wounds but no way to repair or regenerate except time (say one capacitor could be replaced in an hour).

Benny Screens would be like the regenerating ones except they are a bit less reliable (relying on a good roll to stop damage) but could easily result in better protection if they ace.

The nice idea of trying these is finding out which ones work easiest. Keep us informed!
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Mr. Freak
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#22 Postby Mr. Freak » Tue Mar 29, 2005 5:45 pm

Why wouldn't absorption shields just be more Armor? When they are penetrated they go down?

While deflector shields could give a negative to the attack roll.

Although if you allowed for a charcter to activily manipulate the sheilds you could rule that the attack roll was an opposed roll. The attackers shooting roll vs. the defenders Knowledge(Deflector Shields) skill.

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JR Kilroy
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Hybrid

#23 Postby JR Kilroy » Thu Mar 31, 2005 1:43 pm

I was planning on using a hybrid of the systems mentioned here.


Shields work as the Deflection power -2/-4 if doubled.
First critical hit is always the shield generator.

Also, it would be possible to adjust the deflection modifier for the level of shielding. Perhaps a star destroyer has a -4 modifier but can't double it's shields; while a lightly armed merchant ship has a -1/-2 shield generator....
--Kevin
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"I was gripped by the splendor of the Universe, transfixed by the prospect of understanding how things really work, of helping to uncover deep myseries, of exploring new worlds--maybe even literally." --Carl Sagan

bunn27508
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#24 Postby bunn27508 » Mon Apr 04, 2005 1:50 am

I use a lightsaber training edge to keep every joe blow from just picking up a lightsaber and useing it. that is one of the problems i have with the dXX version. since a lightsaber is difficult to wield i impose a -4 fighting penalty plus a fumbled roll results in bodily harm to the user. The lightsaber training edge voids the fighting penalty and you can goof up a roll but avoid the bodily harm. simple enough right?

In the hands of a Jedi character it gets fun. I allow them to spend bennies to reroll damage since lightsaber damage is fixed in my version of clone wars. they are AP4(heavy) weapons for AP purposes when wielded by a trained Jedi. I am also toying with the idea of letting characters use power points to do simple things like use thier parry score versus ranged attacks or gain a parry bonus of plus one for short durations of time. I know deflection and boost(fighting) are screaming to be used also. a rough draft saw techniques like "rending strike" which allowed a force trait(control) check in order to increase ap by +2/+4, the list goes on and on I am in the process of refineing all of it to FFF If anybody wants to see any of my ideas just pm me i will bglad to trade ideas with ya :D

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Sitting Duck
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#25 Postby Sitting Duck » Sun Apr 17, 2005 7:29 am

Oh friendly moderators! Think maybe you could archive this thread? There are some really great ideas here involving the concept of ship's shields.
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