Frabby
As far as I got it,

Shields maintain a protective energy field around the position and determine the amount of shield energy (a numeric value) that a position can use; the actual effect varies depending on the surface area of the ship. Shield Generators are required to power up the shield.
Not exactly sure what High Gain/Low Gain shield modulators are supposed to do.

I'd like to see an order in the game to transfer shield energy from one position to another. This would allow for the use of "shield tankers" in a fleet, ships consisting primarily of shields (and perhaps also generators).
In order to drain shield energy from another position you obviously need its security code.

Maintenance at starbases should come with a tickbox for shield recharge; like for patches, starbases could set a price for shield energy.
David Bethel
Added poll. I'm not getting involved in general game changes. Its not insain and its should be ok to implement.... so poll. I'll try to do this from now on.
ptb
attempted to vote in poll, told me i already had and the total votes is 0 so i feel it's unlikly

edit: possibliy i clicked vote null by mistake.. as i just noticed that option on anohter poll
anywya i vote no smile.gif
David Bethel
Sure you did not press view votes (null vote ) first?
Ted
I've voted against this idea.Just doesn't seem right.If you want a ship to regenerate shields put shield generators on board or visit a base.

Also don't like the idea of bases selling energy either.It's like getting money for nothing,although some would say that's the FET way!! biggrin.gif

I can see where you're coming from though.I've seen it in Star Trek where one ship extends it's shields to protect another ship,but that was a temporary measure the energy didn't stay with the protected ship.

Now I'm off to get a life after realising I watch to much TV!!! unsure.gif
Frabby
QUOTE (Ted @ Sep 17 2004, 10:51 AM)
I've voted against this idea.Just doesn't seem right.If you want a ship to regenerate shields put shield generators on board or visit a base.

It is the shield reload from starbases during maintenance that made me think of the possibilities.

As it stands, shield generators are too slow to replenish shields to be of serious use. Warships therefore tend to omit generators and treat shield energy much like an ammo supply.
Now if it is possible to get shields recharged at starbases then it should also be possible to do the same from other positions (GPs or ships) - can't see what's wrong with that. Shield Tankers would be much like ammo tenders, only they carry shields instead of cargo bays.

As for selling the power - well where does it come from? If shield power can be transferred/shields recharged then that power must come from somewhere. Shields must slowly be charged from Generators, you cannot hook them up to the powerplant of your ship/starbase. So presumably recharging shields would have to drain existing shield energy. Which is giving away something, and why not treat this just like patches (albeit much cheaper of course, something like 0.05 $ per point of shield charge).
llywelyn
believe adding costs to Transferring Shield Energy will add complexity to the game, but I am in favor of it.

1. Transferring/Selling at a Starbase: Like a trade good, .05 per point. This would decrease the maximun shields the Starbase could generate in a given time frame (daily or weekly) Doing it something like this makes it viable, but forces the player to think twice. Naturally, for your own vessels you could set the market to be private and 0.0 cool.gif

2. Transfeering from ship to ship. Use the standard rules for shield regeneration and incorporate the earlier suggestion about substituting shield generators instead of cargo space.

Max Transferrable in any case would be the max points the receiving ship could normally have.

3. Projecting shields to protect another ship. I like the concept
a. Must be in same squadron
b. Order would state a % of available shield energy to use
Ex: Ship A and B. A's shields are 5000, B's 1000 (max 3000)
A orders 20% shield energy to go to ship B
Transferred energy = current + (5000 * .20) = 1000
B's new energy = 2000
c. Duration is for ???

Guest_Howellers
QUOTE (llywelyn @ Sep 18 2004, 09:18 PM)
believe adding costs to Transferring Shield Energy will add complexity to the game, but I am in favor of it.

1. Transferring/Selling at a Starbase: Like a trade good, .05 per point. This would decrease the maximun shields the Starbase could generate in a given time frame (daily or weekly) Doing it something like this makes it viable, but forces the player to think twice. Naturally, for your own vessels you could set the market to be private and 0.0 cool.gif

2. Transfeering from ship to ship. Use the standard rules for shield regeneration and incorporate the earlier suggestion about substituting shield generators instead of cargo space.

Max Transferrable in any case would be the max points the receiving ship could normally have.

3. Projecting shields to protect another ship. I like the concept
a. Must be in same squadron
b. Order would state a % of available shield energy to use
Ex: Ship A and B. A's shields are 5000, B's 1000 (max 3000)
A orders 20% shield energy to go to ship B
Transferred energy = current + (5000 * .20) = 1000
B's new energy = 2000
c. Duration is for ???

I like this idea only if transferrable shield energy is seperate to 'active' shield energy (that which is calculated into combat).

So a 100 xlight can turn up into combat to try and resupply a fleet but its going to be almost defenseless in doing so...

So its one risk (having no shields) against another (bringing in a sufficiently loaded vessel to resupply but it being defenseless)...

Plus I always thought transfers didnt work during combat smile.gif