ACTA : Shield

Na-Po

Mongoose
One technical question about the Shield trait :

What is happening to a ship recovering its shield trait after loosing it some turns ago.
I'm assuming the Shield wasn't totally depleted i.e the critical which caused the trait loss was due to a Mass Driver weapon so the shield could have been in any state AND the critical is not vital.

When shields are back "on-line" are they :
at 0
at 0 + one turn of regeneration (the turn in which the critical is repaired)
at the value it had before the trait loss
at the value it had before the trait loss + one turn of regeneration
at max value ?
(or anything else ? )
 
I'd say at the value before the trait loss. Seems fairest all round. I guess in some cases (Abbai) you could use fluff reasons to claim it goes to zero because the shield power has been lost, but in other cases (Shadows) the shield is the ship's energy dissipation and not reliant on "power".

Since shield regeneration is performed in the end phase, I guess you could argue both ways, that it kicks in for the turn in which you repair the crit, or not. I'd say "not" because you don't have the trait at the start of the end phase.
 
I've always played as 0+regen rate.

Reason being, losing sheilds would mean they are at 0. Gaining sheilds back means they start regenerating.

Isn't this the same as Self repair? I've always played this as you get your self repair roll/value in the end phase you repair it.

For me the spirit of the rules is that you have to do without your traits for 1 whole turn before having a chance at getting them back, hence you repair in the next end phase and get them for the next turn. If certain traits weren't back until another end phase then this would be far too long.
 
But weapon loss crits can affect you for 2 turns, if they are afflicted before the target ship has fired. You will lose firing for this turn and the next turn.
 
Burger said:
But weapon loss crits can affect you for 2 turns, if they are afflicted before the target ship has fired. You will lose firing for this turn and the next turn.

That's why you should fire the ship's most likely to be destroyed first, if you don't chances are you could end up with disabled weapons or worse.
 
But weapon loss crits can affect you for 2 turns, if they are afflicted before the target ship has fired. You will lose firing for this turn and the next turn.

But only IF you haven't fired. I don't think any other systems have this exact case but other firing phase systems could be taken out by fighters for example then you don't have them for a whole ship firing phase and the whole next turn. Pretty devestating for shields/stealth etc. To add another turn onto this would be too destructive.

My point on the exact rules is that if it doesn't state when you repair, then you can do them in any order. Chose to repair first, then self repair/regen sheilds etc.

Just thought that carrier might be another example? Can you launch extra fighters the turn it's repaired? If it doesn't state, I'd say yes.[/b]
 
Since the "Fighters Launch" is listed after repairs. I would assume that on a successful repair the fighters are ready to launch imediatly. Since repairs apear to be done the instant the damage control check is past.

In theory the crew of the ship have been working to repair the damage since it actually occured. And as you have to wait a turn to repair anything it would still stop fighters launching for a single turn. Assuming you can successfuly repair the problem on the first attempt.

Have to remember they can not launch if any other special action has been taken including all hands on deck.

If all hands on deck has been used then fighters may not launch that turn.
 
mollari_uk said:
I've always played as 0+regen rate.

Reason being, losing sheilds would mean they are at 0. Gaining sheilds back means they start regenerating.


Mmmm sorry but I explained in my question that Shields ARE NOT totally depleted. This is due to Mass Driver ignoring shields so you can loose shield trait without having it at 0.
Sorry if I wasn't clear enough.
 
Na-Po said:
Mmmm sorry but I explained in my question that Shields ARE NOT totally depleted. This is due to Mass Driver ignoring shields so you can loose shield trait without having it at 0.
Sorry if I wasn't clear enough.

Yes, but if you lose the shield trait your shields go down - i.e. they are at 0. When repaired, they would need to regenerate again just as they would if they were reduced to 0 in the conventional manner.

Regards,

Dave
 
Sorry but nowhere it's written that a trait loss put it at 0, the system is temporarely not usable but not necessarely "empty" of energy.

If you break the red button on your command desk you cannot fire but that does not mean your weapons are out of energy or even damaged, just not usable, and once you changed your button your weapons are back at full efficency (same thing with interceptors, when they are back they are all here at 2+)

The Mass Driver can damage wires/connections to prevent you from activating your shields but they can still be under power.

I think it would be fair to bring back shield at the value it was before loss
(most of time would be 0 except the Mass driver critical) plus the regeneration rate of the turn you recover the shield.

I think when Bry answered that he missed the "Mass Driver ignore Shields" parts.

I agree it is a very special and rare case ;)

Any official statement would be appreciated.
 
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