Topic: Directional shield values
When someone mentioned having maneuvering be a bigger part of games, I had an idea about directional shielding.
Each arc of the ship has a shield rating as oppose to a total shield value. When damage occurs and takes out a shield, instead of taking one from the total shield value, it lowers the values where the damage actually came from.
There is two ways to handle it and I'm torn between which one I like the best so I will state both and let people decide which one they like (pending this is worthwhile). The bad part about this is a little extra work to see which arc the incoming fire is coming from to determine what's the target's shield value.
The two ideas:
1. When a shield hit is determined, the shield value from the arc where the damage came from as well as the adjacent arcs loses 2 points.
For example: if a ship with a shield value of 3 takes damage that crosses the front hexside, it and well as the adjacent hexes have only a shield of 1. The back three hexsides still have a value of 3.
2. When a shield hit is determined, the shield value from the arc where the damage came loses 3 points and the adjacent arcs lose a point.
In this case, the same ship from above would have 0 shields in the front hexside and a shield value of 2 in the adjacent hexsides.
The first way (1) works great in keeping the numbers correct. Since we basically mulitplied the number of shield points by 6 (shield value by number of arcs), each shield hit should lower the total by 6. Of course with three arcs taking the same amount of 'damage', it might be too easy to maneuver for a good shot once the shields are damaged.
The second way (2) makes the arc that the shield hit occurred in more vulnerable, but it doesn't add up to 6.
I haven't figured out what happens to a ship when it doesn't have any shields in that arc for damage purposes or when there isn't enough shield point to pay for the shield hit (but I'm working on it).
Thoughts?
-Bren