High Tech Shields and Deflector Shields

Loconius

Banded Mongoose
Is it just me or are the rules for the Shield systems terrifically elegant? so simple its almost criminal! anyway just wanted to start a discussion on them, does everyone like them, or wish they were different?
 
I would like to see the shields from T2300 included as well for the sake of completeness.

If this book is supposed to detail ship building for MGT that includes T2300.

(Note stutterwarp should be in there somewhere too)
 
An Energy Shield à 20 dT provides -10 damage once and then -2 damage every round.

A Deflector Screen à 5 dT (+2 dT gunner) provides 1D * ( Effect ~4 ) ≈ -14 damage every round.

The Deflector Screen is fantastic, but requires a very good gunner.


Let's say we have a small TL 15 warship with 100 dT for defences. We can mount either:
9 Dampers, MCr 135, -9*7*4 ≈ -252 damage / round of a specific type,
14 Deflectors, MCr 105, -14*3,5*4 ≈ -196 damage / round of any type,
4 Shields, MCr 600, -4*10 = -40 damage once, and -4*2 ≈ -8 damage / round.

Deflectors are clearly superior, I wouldn't bother with Energy Shields until much higher TLs.
 
Having all three seems to make up the total shields systems of most combat spacecraft. I'll be using this stuff in my star citizen hack!
 
Take a simple ship, the BC Particle (mod) http://forum.mongoosepublishing.com/viewtopic.php?p=900262#p900262.

BC Particle (mod), 110 kT, GCr 116
Particle spinal 7DD
499 Quad Pulse Laser turrets
400 PD Batteries
Meson Screen 250
Damper 250

Make the spinal a little smaller and squeeze in deflector shields:
BC Particle Deflector, 110 kT, GCr 116
Particle spinal 6DD
932 Quad Pulse Laser turrets
Meson Screen 50
Deflector 2000


Fight 10 BC Particle (mod) vs 10 BC Particle Deflector. Start at Long range.

BC Particle (mod)
Spinal: 2D +6[gunner] +5[software] +1[aid gunners] -2[range] -3[evade] -3[dodge] = +4, hit on 4+ (92%)
Average Damage: 7D * 1000 * 55% * 92% ≈ 12400
499 turrets: 2D +5[gunner] +3[software] +1[aid gunners] +1[accurate] +2[pulse] -2[range] -3[evade] = +7, Aver D 4,19
Average Damage: 499 * 4,19 ≈ 2090
Total damage: 10 * ( 12400 + 2090 ) ≈ 144900.
It takes 80666 hull + 28000 deflectors to kill an enemy ship.
144900 - 28000 - 80666 = 36234 damage on next enemy ship, 28000 of which is deflected, so it suffers 8234 damage
So totally killing 11% of the enemy force each round.


BC Particle Deflector shoots back
Spinal: 2D +6[gunner] +5[software] +1[aid gunners] -2[range] -3[evade] -3[dodge] = +4, hit on 4+ (92%)
Average Damage: 6D * 1000 * 55% * 92% ≈ 11550
932 turrets: 2D +5[gunner] +3[software] +1[aid gunners] +1[accurate] +2[pulse] -2[range] -3[evade] = +7, Aver D 4,19
Average Damage: 932 * 4,19 ≈ 3900
Total damage: 10 * ( 11550 + 3900 ) ≈ 154500, killing 19% of the enemy force each round.

Deflector ships wins easily.


Note that in a 1 vs 1 fight the deflector ship deflects all damage and wins without a scratch.
 
Ah they take an action to use, deflectors I mean (maybe a reaction I mean). So single pilot craft might benifit from shields while warships would use deflectors (any ship with dedicated shield operatiors). So civilian ships would likely have shields instead of deflectors.
 
Loconius said:
So civilian ships would likely have shields instead of deflectors.
Sounds logical, but a single Shield device takes the entire power output of a Free Trader. That is a problem at TL 16, but hardly at TL 20.
 
Oh for sure! I'm thinking Star Citizen, Eve Online and Elite Dangerous level of of energy shield integration, so I'll probably knock off 5 or so tech levels from all shield systems.
 
Sigtrygg said:
I would like to see the shields from T2300 included as well for the sake of completeness.

Ah, we did consider it but given the hueg gap possible between these ships and those of 2300AD, the latter will effectively be getting a whole High Guard style book of its own!
 
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