How shields do (and will) work June 28, 2009 cliffski Every space movie has deflector shields, and so does GSB. here is the current system: You can optionally add shield generators to your ships. The more the merrier, and some provide more shield points than others. The total shield points get added together as the shield strength. This strength needs top be blasted to zero to knock out the shields. In this respect, all generators act as a linked unit. 3% of weapon hits somehow luckily get through the shields anyway (luke skywalker lucky shots) Shields have strength, but also resistance, and weapons have shield damage, and shield penetration. If shield resistance > shield penetration, the weapon is totally ineffectual. Otherwise, shield damage is applied to shield strength Shields recharge over time. You need to totally blast a ships shield strength to zero to stop it recharging. Now for the new bit (working on it now…) Shields will have ‘stability’ which indicates the integrity of the energy field. Special weapons (probably torpedoes) will be able to interfere with the stability. If the stability is reduced to zero, the shields will temporarily collapse, effectively turning them off and allowing weapons to penetrate. These shield disruptor weapons will ignore shield strength and resistance, working on totally different principles. The only defence against them will be point defence lasers and ECM beams to scramble the torpedoes. This way I’m avoiding the possibility of just havign seriously ‘shielded-up’ ships that are effectively impossible for enemy ships to overcome. Another possibility I’m toying with is preventing shield generator modules from being 100% additive, but maybe on a sliding scale. So 1 shield module = 100% of its strength, 2nd shield module adds 80% of its strength, etc etc. Thoughts?