Space Engineers

Space Engineers

O-yoroi Effort (Shield Mod)
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TheRebornAce  [开发者] 11 月 22 日 下午 2:57
Protection, Management, and Absorption Factor Matrix Explained
The purpose of this post is to give a detailed explanation of how the shields work and clear up any misconceptions/misunderstandings.

Introduction:
First off, all three shield block generators (at the time of this initial write-up) is capable of blocking ALL damage types: kinetic, explosive, and energy/lasers. No generator can block 100% of incoming damage. Thus, there is damage bleed-through to keep in mind. The difference between each generator is how effective they can mitigate the aforementioned damage based on the given Absorption Factor Matrix (this will be explained further below). Therefore, the goal of the player is to choose which block size is suitable for their grid. The smaller the block, the easier it can fit and requires fewer material and power to use but its protection effectiveness is limited. While a much larger generator requires more space, material, and power but provides the best sHP-to-power consumption ratio and very effective mitigation.

Why are the blocks so power-hungry?
This is a simply a balance decision. There are shield mods out there that are typically designed to charge and forget, letting players to leave their shields on without a second-thought. Therefore, the goal of this mod is to break up that cycle and require players to think of when and where to activate their shields. Protecting your grid needs to have some sort of payout, similar to how Safe Zones are designed in vanilla SE with the use of zone chips. So the same thought is put into this mod as well. I understand this idea is not to everyone's taste, but for those who likes a bit of micromanaging and not just have a "win-block," then this mod might just be for you. And yes, I know there are power mods out there that can overcome this power-drain but that is inevitable and I won't stop you. As long as you are not cheating or doing things that grief other players around you, there is no wrong way of playing this game and I don't mind at all.

What is the Absorption Factor Matrix (AFM)?
AFM in short is just bleed-through effectiveness. Each shield generator can protect the user's grid against instantaneous damage up to a certain amount with the remaining passing through as bleed-through damage. AFM is denoted in the block's description as a series of three numbers which can be referenced as: Ki-Exp-En.

Ki = Kinetic
Exp = Explosion
En = Energy or Beam

The higher the values each variable is, the more the shield will absorb based on that type of damage, reducing the bleed-through damage to your grid.

We will take the small LG shield generator as an example. Its AFM is 0.5-0.7-2.0. This means that, the shield can block up to 50% incoming kinetic damage, 70% incoming explosion damage, and 200% incoming energy/beam damage when the shields are still up. Therefore, the remaining damage will be "bled" into the grid itself, taking reduced damage.

"Wait...200%? How does that work?" you ask. Good question. Since the small shield generator can block more than 100% of incoming energy/laser damage, there is no bleed through and the grid itself is safe. However, since the shield is absorbing 200%, it means the damage from that particular energy/beam weapon has been indirectly amplified by a factor of 2. Thus, the shield is experiencing 2 times the amount of damage than what the weapon is actually generating. This makes energy/beam-based weapons very effective against shielded grids as it will rapidly drain the shield, exposing the grid to raw damage sooner.

"What about collision damage?" All shield blocks, regardless of size, can only block up to 40%. Therefore, 60% of the remaining collision is passed directly into the grid and it is best to not rely on these shields to protect you from crashes.

What is considered Kinetic, Explosion, and Energy damage?
There are many weapon mods on the workshop that does very different things and is difficult to cover them all. Therefore, the following explanation will use the vanilla weapons as the primary reference and you can make your judgement from there.

Kinetic damage can be considered by any weapon that shoots physical ammo that produces zero AoE damage effects, which is a majority of weapons. In vanilla, the following weapons considered kinetic includes: pistols, rifles, gatling guns, autocannon (turret), assault cannon/turret, artillery cannon/turret, and railguns.

Explosion damage is for any weapon that shoots, well, explosive ammo or can cause AoE damage. Vanilla weapons include: handheld rocket launchers, SG/LG rocket launchers, and SG/LG rocket turrets. The reason assault, artillery, and railgun is not included in this list is because they do not produce AoE damage. Visually they do, but stat-wise they do not.

Finally, energy/beam damage. Vanilla SE does not have energy weapons and thus, for the most part, this value can be ignored...unless you are playing with modded weapons. If you are playing with modded weapons, then typically this would include any weapons that mentions about lasers, beams, plasma, etc. A popular example of this would be the Star Wars weapon mod packs.

Conclusion:
That should cover most the outstanding questions about this mod. If you have anymore questions that wasn't covered in this post, or still not understanding something, then please let me know in the comments below and I will try to answer them. Thanks for reading!
最后由 TheRebornAce 编辑于; 11 月 22 日 下午 4:10