shield strengths
Moderators: winston, another_commander
shield strengths
are shield strengths universal? i mean the fore and aft ones, if not, what determines them?
i think its odd that a small ship would have the same shielding as a huge one, or is it a factor of size? tho from the shipsdata plist, size doesnt seem to come into it
i notice the ai ships, and an anaconda takes a lot more killing thab a police viper, a krait seems to need a good few blasts in the way that a cobra mark 1 doesnt- are these all to do with energy banks rather than inherent shield strength?
i think its odd that a small ship would have the same shielding as a huge one, or is it a factor of size? tho from the shipsdata plist, size doesnt seem to come into it
i notice the ai ships, and an anaconda takes a lot more killing thab a police viper, a krait seems to need a good few blasts in the way that a cobra mark 1 doesnt- are these all to do with energy banks rather than inherent shield strength?
NPC ships don't actually have shields, just "energy" (which is broadly equivalent in the end), and that varies per ship type.
The anaconda has a larger max energy than the viper (500 vs 180), hence it takes more killing.
The anaconda has a larger max energy than the viper (500 vs 180), hence it takes more killing.
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NPCs can also fit equipment including shield boosters and military shields, so one Cobra may be tougher than another depending on whether or not the particular ship has any shield boosting equipment.
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Thargoid wrote:NPC ships don't actually have shields, just "energy" (which is broadly equivalent in the end), and that varies per ship type.
The anaconda has a larger max energy than the viper (500 vs 180), hence it takes more killing.
If former statement is true, and I believe that it is, what is the purpose of fitting shield boosters? 2x0 is still 0.LittleBear wrote:NPCs can also fit equipment including shield boosters and military shields, so one Cobra may be tougher than another depending on whether or not the particular ship has any shield boosting equipment.
In their case it just gives more energy, so works in an equivalent way to a player having them, in terms of being harder to kill.
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- Lestradae
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...
Correct, but it is the max_energy that is enlarged for NPCs if they have boosters or military shield enhancements, instead, so no contradiction there.gorans wrote:If former statement is true, and I believe that it is, what is the purpose of fitting shield boosters? 2x0 is still 0.
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Re: ...
It is the name that is not correct for NPC. For player there is a differentiation between plain energy and shield energy. With NPC there is just one energy: read the wiki hereLestradae wrote:Correct, but it is the max_energy that is enlarged for NPCs if they have boosters or military shield enhancements, instead, so no contradiction there.gorans wrote:If former statement is true, and I believe that it is, what is the purpose of fitting shield boosters? 2x0 is still 0.
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Yes. Very simple basic kit. You don't even need to do anything special to get it. Just invest 47,550 ₢ in a TL 13 station.
Do you actually play Oolite?
Do you actually play Oolite?
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Really dont know anymore.Commander McLane wrote:Yes. Very simple basic kit. You don't even need to do anything special to get it. Just invest 47,550 ₢ in a TL 13 station.
Do you actually play Oolite?
I have shield boosters (EQ_SHIELD_BOOSTER) and military Shield enhancement (EQ_NAVAL_SHIELD_BOOSTER), no SHIELD_ENHANCER.
- Lestradae
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It is simply named differently for players & NPCs in shipdata.plist, as these two "pieces of equipment" are actually, well, two different pieces of equipment as one has an effect on the shields of players and the second on the max_energy of NPCs, as, alas, NPCs don't have shields.gorans wrote:I have ... military Shield enhancement (EQ_NAVAL_SHIELD_BOOSTER), no SHIELD_ENHANCER.
Guess that's where your confusion came from