{"data":{"id":14489,"title":"Design Notes: Shields & Management","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14489-Design-Notes-Shields-Management","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14489","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14489","channel":"Engineering","category":"Development","series":"Design Post","images":[{"id":2960,"name":"Shield-Hornet.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xa28r2s11nw87r\/source\/Shield-Hornet.png","alt":"","size":1809214,"mime_type":"image\/png","last_modified":"2015-02-07T01:47:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2960","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2960\/similar"},{"id":2962,"name":"Shields_in_privateer.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jcukn76o2w4w2r\/source\/Shields_in_privateer.png","alt":"Privateer was Chris Roberts' first game to feature shield management.","size":206554,"mime_type":"image\/png","last_modified":"2015-02-06T22:54:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2962","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2962\/similar"},{"id":2964,"name":"Shield_management.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/2leqhp0deu6kor\/source\/Shield_management.png","alt":"","size":2781117,"mime_type":"image\/png","last_modified":"2015-02-06T23:00:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2964","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2964\/similar"},{"id":2966,"name":"SECO_S2_F4_DD.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vv93mrayul4yor\/source\/SECO_S2_F4_DD.jpg","alt":"By bolstering the direct fire absorption of their all-purpose shield generator line, Seal Corporation\u2019s INK-Mark generator sacrifices some resistance to splash damage to allow a ship to better weather a focused attack.","size":160507,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:04:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2966","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2966\/similar"},{"id":2969,"name":"Shield-325R-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ltyvkw5tmefvcr\/source\/Shield-325R-2.jpg","alt":"","size":556415,"mime_type":"image\/jpeg","last_modified":"2015-02-07T01:47:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2969","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2969\/similar"},{"id":2971,"name":"Current_shield_management.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ti51cieg6uytdr\/source\/Current_shield_management.png","alt":"","size":64454,"mime_type":"image\/png","last_modified":"2015-02-06T22:53:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2971","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2971\/similar"},{"id":2973,"name":"Multicrew2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jfbmxoc7hx5h0r\/source\/Multicrew2.png","alt":"","size":1183554,"mime_type":"image\/png","last_modified":"2015-02-07T01:54:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2973","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2973\/similar"},{"id":2975,"name":"Action-Shelf.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/35g3d1nj2vl8ar\/source\/Action-Shelf.png","alt":"","size":87763,"mime_type":"image\/png","last_modified":"2015-02-06T22:54:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2975","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2975\/similar"},{"id":2977,"name":"Shipinformation.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ajjb8rzv2v0y0r\/source\/Shipinformation.png","alt":"","size":1002479,"mime_type":"image\/png","last_modified":"2015-02-06T22:55:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2977","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2977\/similar"},{"id":2978,"name":"Presets.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/kd44x5snnzmyrr\/source\/Presets.png","alt":"","size":77316,"mime_type":"image\/png","last_modified":"2015-02-06T22:55:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2978","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2978\/similar"},{"id":2980,"name":"Generatorinfo.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/oh2whrjfol0c8r\/source\/Generatorinfo.png","alt":"","size":117804,"mime_type":"image\/png","last_modified":"2015-02-06T22:53:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2980","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2980\/similar"},{"id":2981,"name":"Generator-Priority-Example1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/xid72j04i2uner\/source\/Generator-Priority-Example1.png","alt":"","size":17287,"mime_type":"image\/png","last_modified":"2015-02-06T22:53:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2981","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2981\/similar"},{"id":2984,"name":"Generator-Priority-Example2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/y5xoeithqegt5r\/source\/Generator-Priority-Example2.png","alt":"","size":18124,"mime_type":"image\/png","last_modified":"2015-02-06T22:53:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2984","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2984\/similar"},{"id":2986,"name":"Social-Section.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/386wpch43cd27r\/source\/Social-Section.png","alt":"","size":164000,"mime_type":"image\/png","last_modified":"2015-02-06T22:54:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2986","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2986\/similar"},{"id":2987,"name":"Notifications-Section.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/tew867mcv9gwur\/source\/Notifications-Section.png","alt":"","size":164672,"mime_type":"image\/png","last_modified":"2015-02-06T22:53:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2987","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2987\/similar"},{"id":2988,"name":"Earlyshield-1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/uvs00bx3zq0rlr\/source\/Earlyshield-1.png","alt":"Sequence of images showing our initial iteration of the shield that give an idea of the noise patterns that go into it","size":406625,"mime_type":"image\/png","last_modified":"2015-02-06T22:59:53+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2988","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2988\/similar"},{"id":2989,"name":"Earlyshield-2.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qmbgekm2rm2pdr\/source\/Earlyshield-2.png","alt":"","size":449319,"mime_type":"image\/png","last_modified":"2015-02-06T22:59:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2989","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2989\/similar"},{"id":2990,"name":"Earlyshield-3.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/yf2ruznk45zqvr\/source\/Earlyshield-3.png","alt":"","size":271672,"mime_type":"image\/png","last_modified":"2015-02-06T22:59:53+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2990","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2990\/similar"},{"id":2991,"name":"Shield_Up.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/kwxpu4cbyo1nlr\/source\/Shield_Up.gif","alt":"","size":2519386,"mime_type":"image\/gif","last_modified":"2015-02-06T23:13:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2991","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2991\/similar"},{"id":2992,"name":"Shield_Down.gif","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/a6vwjuhp1bar0r\/source\/Shield_Down.gif","alt":"","size":2775609,"mime_type":"image\/gif","last_modified":"2015-02-06T23:10:55+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2992","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2992\/similar"},{"id":2993,"name":"Shield-325R.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mhq9sg82u772kr\/source\/Shield-325R.jpg","alt":"","size":654397,"mime_type":"image\/jpeg","last_modified":"2015-02-07T01:47:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2993","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2993\/similar"}],"images_count":22,"translations":{"en_EN":"Greetings Citizens,\nShields are an iconic part of science fiction drama \u2013 if there\u2019s a spaceship involved, chances are that shields are involved. Whether someone is redirecting power to the forward shield or reporting to their commanding officer that shields are seconds away from failing, their existence has become an unquestioned piece of standard equipment in future worlds.\n\nIn space game design, shields serve another purpose. In their earliest iterations, like the original Wing Commander, shields were a way to alter gameplay significantly from traditional air combat encounters. Players could engage the enemy safe in the knowledge that there was a regenerative buffer should they suffer damage\u2026 meaning that head on attacks and other maneuvers were suddenly more of a viable option.\n\nAs space sims \u2018grew up\u2019 they adopted varying systems of shield management. Players could live their own microcosm of Star Trek\u2019s \u201cshe needs more power!\u201d moments by changing how much energy went to individual systems (typically shields, engines and weapons.) Shield management is the perfect distillation of the high stakes strategy and anticipation of space combat, gambling your life and your crew on the next move your opponent will make. There\u2019s a lot going on in those tense moments, weighing resources against reality to squeeze out those few extra moments that can mean the difference between victory and defeat.\n\nWhich is to say: shield management is a pretty important thing to get right in Star Citizen! As we hope to go deeper into a science fiction world than ever before attempted in gaming, we know we need a comprehensive shield system that goes beyond \u2018shields up\u2019 versus \u2018shields down.\u2019 It\u2019s an incredibly important thing to get right, and the task ahead of the design team is to define all the little pieces that will begin to add up to those memorable moments.\n\nToday, shield and power management in Arena Commander may seem simplistic\u2026 but it\u2019s going to get much, much more interesting!\n\nIn Star Citizen, shields react uniquely depending on the kinds of forces they are deflecting, with energy weapons being absorbed entirely (chipping away faster at the health of the shields) or with ballistic weapons simply being slowed to weaken the impact that does make it through (inflicting reduced but lasting damage). The higher power shields specialize by splitting that output among multiple faces, and by better deflecting splash damage, for example. Augmentation items can be used to push these effects even further, or to find a middle ground relative to the more standard shield setups.\n\nWe\u2019ve just completed the first round of variant shield generators, representing 2 variant styles with size 1-4 models available. When setting these generators up, we first roughed out a general set of variant styles to help set a baseline for how they\u2019ll perform in game. After that, we brought in David and Will to help us sort out which of our component manufactures would really be producing these kinds of equipment.\nHere are some of the high-level shield variations we\u2019ve been thinking of. Not all of these are built out, but it serves as a reference point when helping to figure out who makes what:\n\nMilitary \u2013 High Damage, High Recharge, High Power Use, High Signal\n\nStealth \u2013 Low Damage, Low Power Use, Low Signal\n\nCivilian \u2013 Everything\u2019s Even\n\nRacer \u2013 Low Damage, Rapid Recharge\n\nIndustrial \u2013 High Damage, Low Recharge, Low Power Use, High Signal\n\nOutlaw \u2013 Weird Stuff \u2013 Vampire Shields, Flux Shields, etc.\n\nNext, manufactures were assigned to the high-level ideas:\n\nMilitary \u2013 Gorgon Defender Industries\n\nStealth \u2013 Ascension Astro (or Lightning Power LTD)\n\nCivilian \u2013 Seal Corp (Average), Behring (high end)\n\nRacer \u2013 Yorm\n\nIndustrial \u2013 Basilisk\n\nOutlaw \u2013 SternenKatzen\n\nNow on to the variant styles. These are the 6 styles we\u2019ve started to build out and get ready for use, along with their high-level role and assigned manufacture.\n\nRapid Charge \u2013 Low recharge delay and high recharge value, offset by weaker base shields with lower HP. \u2013 Racer (Yorm)\n\nDurable Item \u2013 Reinforced components with strong component HP and boosted shield HP at the expense of a higher signal. \u2013 Industrial (Basilisk)\n\nDirect Damage Shell \u2013 Improved direct fire absorption with reduced splash damage absorb. \u2013 Civilian (Behring or Seal)\n\nSplash Damage Guard \u2013 Improved splash damage absorption with reduced direct fire absorb. \u2013 Civilian (Behring or Seal)\n\nSecond Skin \u2013 Improved overall damage absorption with higher power draw. \u2013 Military (Gorgon)\n\nHard Light \u2013 Substantially improved shield HP and absorption with increased Heat generation. \u2013 Military (Gorgon)\n\nAfter this, we went over the actual art assets that will be used for the new generators, and for the new shields being added with 1.0.2, we decided that Seal Corp would be the best fit. Now, with the design, art, and fiction for these shields all lined up, we end up with the new Seal Corp INK-Mark and INK-Splash Shield Generators.\n\nThe INK-Mark represents the Direct damage style, with the INK-Splash filling the Splash Damage style. As their style describes them, they\u2019re each tuned to improve their performance against a specific type of incoming damage. Direct damage variants will have higher absorption from direct kinetic, energy and distortion damage, while it\u2019s splash-absorption for each damage type is reduced. Similarly, the splash damage variants will be the inverse, with boosted splash kinetic, energy, and distortion absorption.\n\nIf you\u2019re having trouble with missiles, a Splash Damage variant shield will help give you some extra breathing room to return fire. If you can dodge missiles well enough, and want more head-to-head fighting power, the Direct Damage variants will be ideal, taking some of the punch out of your enemies guns. In the end, it\u2019s all about the operator having enough choices to make their ship fit their playstyle.\n\nThese new shields are also just the first of many variants for not only shields, but any ship component. We\u2019re taking a similar approach to each major component, starting with a few core variants, and building a foundation to help guide future variants both in terms of their performance and their lore.\n\nZane and Brandon are working to bring increased levels of control to the shield systems, from the interfaces that allow players to manually prioritize their shields, to the use of presets to switch quickly in the heat of battle, to the more advanced kits which can throttle power for individual shield faces. This will open up opportunities for stealth ships to ease into a situation without announcing themselves, or for the truly desperate to push their shields, coolers, and power plants to the breaking point in the fight to survive.\n\nWith Multi-Crew just over the horizon, we\u2019re continuing to look at ways to make shield gameplay more cooperative and more active to benefit those interested in putting in the effort to reap the rewards. A ship decked out with high output shields, custom augmentations, and shield-boosting mastery can effectively run as a defensive screen for a friendly ship, with maximum effectiveness coming from tight formations of focused players covering each other\u2019s blind spots.\n\nShield Management Today\nCurrent shield management is handled through a dedicated context on the CVI (Combat Visor Interface), or on a Multi-Function Display. Here, one can redistribute the allocation of power to each of the various shield faces, as well as monitor the status of each shield face. Shield allocation is handled by positioning the allocation pips for both your ship\u2019s longitudinal and vertical axes.\n\nShield Management Tomorrow\nBut that\u2019s just the start! We are currently developing a much more comprehensive system, which will premiere on multi-crew ships (before being adopted back to single seaters.)\n\nThe multi-crew shield management screen allows a support crew member to manage both the shield generators installed on this ship and any shield segments generated. The multi-crew shield management screen also allows from more granular control of the ships shield generators. A mockup of the shield management screen is included, which breaks down into several individual pieces.\n\nAction Shelf\nThe Action Shelf shows all available actions as tabs much like the way the management pages are shown on the single-pilot ship HUDs. The Action Shelf consists of the following:\n\nAction Tabs: The actions available to this station \u2013 usually limited to three actions. Each shows an acronym for the action the tab represents i.e. PWR for Power Management\n\nUser details: This section shows who is logged on to the action\n\nSettings: Opens a settings panel\n\nShip Information Section\nThis is your overall view of a ship\u2019s shield situation. It shows the general ship information, of use to any crew member. The 3D schematic shows a holographic view of the ship including components, shield segments and hull damage, which the player will be able to maniupate by dragging and dropping the mesh. Rotate, zoom and pan! The player will also be able to select objects by left-clicking. Objects so selected will indicate the status of individual components.\n\nInformation included in the ship information section is as follows:\n\nPower Usage: Shows the condition of the power plant, whether it is online or offline, the total power points available, the current idle usage and the potential power usage (if all components are active.)\n\nCPU Usage: Shows the ships\u2019 CPU usage and load, whether online or offline, the total CPU cycles available, the current idle usage and the potential CPU load (if all applicable components are active.)\n\nIR and EM output: These function exactly as the IM and EM output meters on the AC ships HUD. Each bar shows the ships current EM or heat output. The minimum bar value represents zero (i.e. no heat or all power is off) and the maximum bar value represents the highest potential heat or EM output for that ship with all fitted components active. As a predetermined amount of time expires a new bar is added to the graph and the other bars shift to the left.\n\nPresets\nEach action has five presets allowing the player to save their current configuration or recall a saved one. They may also import presets from ships of the same type. This will allow pilots to have favorite options selected depending on the situation. Want more power to the shields when you\u2019re in an asteroid field? Or want a setting that reduces your power entirely for a quick escape? The presets let you make these choices quickly!\n\nGenerator Info\nThis section shows all the shield generators installed on the player\u2019s ship and allows the player to tweak their performance. The Generator Info pane further divides into several subsections.\n\nInstalled Generators: In this example, there are four slots here which can be taken up by shield generators. This allows the player to gain basic generator information at a glance. This section shows:\n\nIf the generator is powered on or off\n\nIf the generator is disabled or destroyed\n\nThe current damage level of the generator\n\nThese buttons can be selected to show more information about the highlighted generator. Once selected the panel to the right is filled with additional information:\n\nThe name of the generator\n\nHeat levels\n\nGenerator Priority: The player may also set the performance priority of the generators with the caveat that increasing performance in one area reduces the effectiveness of the other two. There are three attributes the player can tweak:\n\nMaximum Shield Points (MSP): The amount of shield points that the generators have to distribute between all shield segments. Although this increases the strength of the shields it also puts more pressure on the power plant which must spend more of its time and output regenerating the shields.\n\nShield Regeneration (RGN): This is the amount of points the shields regenerate per \u201cpip\u201d. Increasing this reduces the time it take to take the shields back to full health when damaged.\n\nShield recovery (REC): When a shield segment is taken down it requires time to recover i.e. before the regeneration starts. During this time the players\u2019 ship is vulnerable. Increases this attribute reduces the amount of time needed to the shields to recover.\n\nGenerator Priority Example\nThis example assumes tha the player has a single shield generator capable of generating 100 shield points. It recharges at 10 shield points per second and has a recovery time of 2 seconds. In the default positon the bars are shown at 33% each.\n\nIf the player fully prioritizes the MSP attribute by 25% the RGN and REC are both decreased by 12.5% each\n\nShield Segments\nThis section allows the player to manage up to six shield segments and allows the same functionality seen on the single-player ship HUD.\n\nChange priority levels: The player can prioritise a particular segment by modifying the slider. Increasing the priority of a shield segment takes the required shield points from all adjacent segments but does not require any more power to achieve.\n\nReinforce: Reinforcing a segment allows that segment to exceed its normal maximum limit. This is achieved by shunting shield points from all other segments. This is not a safe procedure and draws additional power from the plant equal to the amount of shield points transferred.\n\nBoost: The player can boost the regeneration of a shield segment. This draws power directly from the plant to achieve the boost.\n\nSocial\nSocial?! That\u2019s right: on larger ships, you will want to interact with a crew of friends and NPCs to balance shields as needed. Imagine your buddy reporting his shield has taken a hit and his turret is now unprotected\u2026 so you can reroute power to cover him quick!\n\nIn addition to the standard flight log, the social panel will display messages relating to actions: player requests, damage to ships or weapons and critical component states. Notifications are requests or commands from other players which appear as selectable buttons in the list. Each button has the following attributes:\n\nAn icon indicating the action required. For example a power on\/off request would appear as a power icon.\n\nThe name of the player that sent the request\n\nA brief description of the action requested\nSelecting a request opens the request window where the operator may accept or decline the request.\n\nThat\u2019s our vision for shield management in future iterations of Arena Commander. The hope is that it will be both simple and complex: easy to pick up, hard to learn. And as ships get larger, we see it as an opportunity to encourage players to work together to better crew a ship\u2026 and to have the experiences they\u2019re craving after a lifetime of seeing multicrew ships in films and on television!\n\nThat\u2019s all well and good, but how do our shields work, deep down? With the current implementation, we keep track of up to 32 simultaneous hits on each ship that are rendered onto a bespoke shield mesh. An impact wave is generated and mapped onto the shield mesh for each hit based on the hit\u2019s parameters, and by applying a variety of 4 dimensional coherent noise\/gradient patterns, we are able to make the effect propagate smoothly over the shield\u2019s surface.\n\nWe plan to overhaul the effect soon though, to address some of its existing limitations and add features requested by Chris Roberts. The biggest change involves dynamically generating the shape of the shield every frame using the existing art and physics meshes. This will allow the shield to wrap more tighter around every part of the ship, morph to match animating parts such as turrets and engines, and adapt to changes in the ship\u2019s silhouette due to parts being blown off. It will also simplify ship setup as we will no longer need to manually create a UVW-unwrapped shield mesh for each ship.\n\nTo improve the scalability of the effect, hit impacts will be accumulated in an off-screen buffer first, then shaded in a deferred pass. This will allow for a larger number of simultaneous impacts, which will be crucial for our larger ships. The noise patterns will also be read from textures instead of being calculated procedurally, to allow for more variety and better artist control.\n\nShips aren\u2019t the only place shields appear in Star Citizen! We are also working on personal shields which can be used in the upcoming First Person Shooter module. In FPS, players are able to deploy a gadget that can protect them from incoming fire. The QDB (Quick Deployment Barricade), also referred to as the Quikcade, can be deployed anywhere it can fit and in any area that has gravity. The QDB has just enough shield power to prevent damage in those critical moments. Players are able to use the QDB as a cover surface as well. The QDB uses the same technology behind shields used by ships, but in a small compact form. Shields take up a lot of energy, so the QDB can\u2019t withstand as much damage as ships because of its portable nature.\n\nWhile on board a ship, players will find shields being used in many other places. From Hangar bay doors and other blockers within the ships structure, the variety of your encounters while on foot could be vast. How a shield is being powered will determine how much health it has.\n\nBeyond what we\u2019ve discussed above, there are a number of improvements to the shield systems that we\u2019ve started to consider, and while these designs aren\u2019t fleshed out yet, this is the perfect place to provide that first glimpse of what is to come.\n\nOne such improvement comes from an unexpected place \u2013 signature management. Among the necessary pieces for signature management is the relative signals of the environment and other objects that effectively give you something to hide behind, and that same system extends to help describe exactly how the local gases, radiation or ion storm will affect your shields. This gives rise to the player having ways to push back against these adverse conditions, a new element to juggle when deciding how to manage those shield allocations described before. Sometimes it will be enough to push all your shields towards the firefight, but sometimes you\u2019ll need to take into account how weaknesses in one part of the system could affect the performance of the whole\u2026 weaknesses derived directly from the core stats of the shield items, meaning that each one will have its own particular balance for you to find. (Score another win for the Arena Commander test bed!)\n\nAs the ships we implement continue to get larger, we begin to see opportunities to further physicalize our systems. The strongest elements of Star Citizen give a sense of really existing, functioning such that it can be seen performing its functions, rather than tucked safely away behind a menu or hidden deep within the ship. One way this could be applied to the shield system is by associating shield faces with stabilization emitters, simple little devices placed upon the hull of the ship that conspire to emit an interference pattern which facilitates the movement of energy through the shield system while allowing it to retain its effective shape \u2013 all of which is to say that doing damage to an emitter would reduce the health of its shield face, making angle of attack even more important than it already is.\n\nBut as long as there\u2019s this snazzy lore for how shields work, why not push it further? Imagine managing shields that behave like a fluid dynamics system, into which you can send impulses to move that energy around, taking a very active role in manipulating even those emitters directly, compensating for damage or preparing for the next onslaught in ways that go well beyond anything your pilot will even understand is happening. Now, while that may not be the direction we end up going at all, it does begin to illustrate the main goal to make these systems deep and involving and proactive.\n\nThere could be a Shield Pulse subsystem, in which you sacrifice a great deal of the power sustaining your shields in order to build up a charge, one which will significantly boost those shields for a short time when you release that energy again. This charge-up would gradually increase heat and power signature, making it a balance game for anyone using this to get the upper hand in an ambush before they give themselves away, and the charge could be built up in stages, giving the ambushee the chance to push their shields every time they can break line of sight for a few moments.\n\nWe could have a Direct Projection Mode, which takes all of your shield faces and merges them down into only one \u2013 leaving you exposed to attacks from all other directions, but strengthening the health and regeneration of the remaining face beyond even the total health you might normally get (energy fields reinforcing each other, you understand). Then the shield operator could aim this singular shield face directly, taking a very hands-on approach to damage mitigation, making a well-oiled machine of a team into a true force to be reckoned with.\n\nAnd all of that is great, and it\u2019s territory ripe for exploration, but the core of shields (and of SC as a whole) remains in carving out your own experience. Each of these features is designed to layer atop the next, providing a deeper experience to those who seek it while those interested in other things get the tools to have fun without it.\n\nAs with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nSchilde sind ein ikonischer Teil des Science-Fiction-Dramas - wenn es um ein Raumschiff geht, besteht die Chance, dass Schilde beteiligt sind. Ob jemand die Macht auf den vorderen Schild umlenkt oder seinem befehlshabenden Offizier berichtet, dass die Schilde nur wenige Sekunden vom Scheitern entfernt sind, ihre Existenz ist zu einem unbestrittenen Standardger\u00e4t in zuk\u00fcnftigen Welten geworden.\n\nIm Weltraumspieldesign erf\u00fcllen Schilde einen weiteren Zweck. In ihren ersten Iterationen waren Schilde, wie der urspr\u00fcngliche Wing Commander, eine M\u00f6glichkeit, das Gameplay gegen\u00fcber traditionellen Luftkampfbegegnungen deutlich zu ver\u00e4ndern. Die Spieler konnten den Feind sicher in dem Wissen angreifen, dass es einen regenerativen Puffer gab, falls er Schaden nehmen sollte... was bedeutet, dass Angriffe und andere Man\u00f6ver pl\u00f6tzlich eine bessere Option waren.\n\nAls Raumsimulatoren \"erwachsen\" wurden verschiedene Systeme des Schildmanagements eingef\u00fchrt. Spieler k\u00f6nnen ihren eigenen Mikrokosmos aus Star Treks \"Sie braucht mehr Macht\" Momenten leben, indem sie \u00e4ndern, wie viel Energie an einzelne Systeme (typischerweise Schilde, Motoren und Waffen) abgegeben wurde. Schildmanagement ist die perfekte Destillation der Strategie mit hohen Eins\u00e4tzen und die Erwartung von Weltraumk\u00e4mpfen, indem sie ihr Leben und ihre Crew auf den n\u00e4chsten Zug Ihres Gegners setzen. In diesen angespannten Momenten ist viel los, indem Ressourcen gegen die Realit\u00e4t abgewogen werden, um die wenigen zus\u00e4tzlichen Momente herauszudr\u00fccken, die den Unterschied zwischen Sieg und Niederlage ausmachen k\u00f6nnen.\n\nDas hei\u00dft: Schildmanagement ist eine ziemlich wichtige Sache, um in Star Citizen richtig zu sein! Da wir hoffen, tiefer in eine Science-Fiction-Welt einzutauchen als je zuvor, wissen wir, dass wir ein umfassendes Schildsystem brauchen, das \u00fcber die Grenzen von \"Schilden oben\" und \"Schilden unten\" hinausgeht. Es ist unglaublich wichtig, richtig zu liegen, und die Aufgabe des Designteams besteht darin, all die kleinen St\u00fccke zu definieren, die sich zu diesen unvergesslichen Momenten zusammenf\u00fcgen werden.\n\nHeute mag das Schild- und Energiemanagement in Arena Commander einfach erscheinen.... aber es wird viel, viel interessanter werden!\n\nIn Star Citizen reagieren Schilde einzigartig, je nachdem, welche Art von Kr\u00e4ften sie ablenken, ob Energiewaffen vollst\u00e4ndig absorbiert werden (schnelleres Abschlagen bei der Gesundheit der Schilde) oder ob ballistische Waffen einfach verlangsamt werden, um den Aufprall, der durch sie hindurchgeht, zu schw\u00e4chen (reduzierte, aber dauerhafte Sch\u00e4den verursachen). Die h\u00f6heren Leistungsschilde spezialisieren sich, indem sie diese Leistung auf mehrere Fl\u00e4chen aufteilen und beispielsweise Spritzsch\u00e4den besser abwehren. Augmentationselemente k\u00f6nnen verwendet werden, um diese Effekte noch weiter zu verst\u00e4rken oder um einen Mittelgrund im Vergleich zu den standardm\u00e4\u00dfigen Schildaufbauten zu finden.\n\nWir haben gerade die erste Runde der Variantenschildgeneratoren abgeschlossen, die 2 Variantentypen mit Modellen der Gr\u00f6\u00dfe 1-4 repr\u00e4sentieren. Bei der Einrichtung dieser Generatoren haben wir zun\u00e4chst einen allgemeinen Satz von Variantenstilen ausgearbeitet, um eine Grundlinie f\u00fcr ihre Leistung im Spiel festzulegen. Danach brachten wir David und Will mit, um herauszufinden, welcher unserer Komponentenhersteller tats\u00e4chlich diese Art von Ausr\u00fcstung produzieren w\u00fcrde.\nHier sind einige der hochrangigen Schildvarianten, an die wir gedacht haben. Nicht alle davon sind aufgebaut, aber es dient als Bezugspunkt, um herauszufinden, wer was macht:\n\nMilit\u00e4r - Hoher Schaden, hohe Aufladung, hohe Leistungsaufnahme, hohe Signalst\u00e4rke - geringer Schaden, niedrige Leistungsaufnahme, niedrige Signalst\u00e4rke zivil - alles ist sogar Racer - niedriger Schaden, schnelle Aufladung industriell - hoher Schaden, niedrige Aufladung, niedrige Leistungsaufnahme, hohe Signalverbot - seltsames Zeug - Vampirschilde, Fluxschilde, etc. Anschlie\u00dfend wurden die Hersteller den \u00fcbergeordneten Ideen zugeordnet:\n\nMilit\u00e4r - Gorgon Defender Industries Stealth - Ascension Astro (oder Lightning Power LTD) Civilian - Seal Corp (Average), Behring (High End) Racer - Yorm Industrial - Basilisk Outlaw - SternenKatzen Jetzt zu den Varianten. Dies sind die 6 Stile, mit deren Aufbau wir begonnen haben und die wir einsatzbereit gemacht haben, zusammen mit ihrer hochrangigen Rolle und der zugewiesenen Fertigung.\n\nSchnellladung - Geringe Ladeverz\u00f6gerung und hoher Ladewert, ausgeglichen durch schw\u00e4chere Basisschilde mit geringerer PS. - Langlebiger Gegenstand f\u00fcr Rennfahrer (Yorm) - Verst\u00e4rkte Komponenten mit starker Komponente HP und verst\u00e4rktem Schild HP auf Kosten eines h\u00f6heren Signals. - Industrielle (Basilisk) Direktschadensh\u00fclle - Verbesserte direkte Feuerabsorption mit reduzierter Spritzschutzabsorption. - Zivile (Behring oder Dichtung) Spritzschutzvorrichtung - Verbesserte Absorption von Spritzsch\u00e4den durch reduzierte direkte Feueraufnahme. - Zivile (Behring oder Seal) Zweite Haut - Verbesserte Gesamtschadensaufnahme mit h\u00f6herer Leistungsaufnahme. - Milit\u00e4risches (Gorgon) hartes Licht - Wesentlich verbesserte Schutzschild HP und Absorption mit erh\u00f6hter W\u00e4rmeentwicklung. - Milit\u00e4r (Gorgon) Danach gingen wir die eigentlichen Kunstwerke durch, die f\u00fcr die neuen Generatoren verwendet werden, und f\u00fcr die neuen Schilde, die mit 1.0.2 hinzugef\u00fcgt werden, entschieden wir, dass Seal Corp die beste L\u00f6sung sein w\u00fcrde. Jetzt, da Design, Kunst und Fiktion f\u00fcr diese Schilde alle aufeinander abgestimmt sind, erhalten wir die neuen Seal Corp INK-Mark und INK-Splash Shield Generatoren.\n\nDie INK-Markierung repr\u00e4sentiert den Stil des direkten Schadens, wobei der INK-Splash den Stil des Spritzschadens ausf\u00fcllt. Wie ihr Stil sie beschreibt, sind sie alle darauf eingestellt, ihre Leistung gegen eine bestimmte Art von Schaden zu verbessern. Varianten mit direktem Schaden haben eine h\u00f6here Absorption durch direkte kinetische, Energie- und Verformungssch\u00e4den, w\u00e4hrend die Splash-Absorption f\u00fcr jeden Schadenstyp reduziert wird. Ebenso werden die Varianten des Spritzschadens die umgekehrte Variante sein, mit erh\u00f6hter Spritzkinetik, Energie- und Verzerrungsabsorption.\n\nWenn du Probleme mit Raketen hast, wird dir ein Splash Damage-Variantenschild helfen, etwas mehr Platz zum Atmen zu schaffen, um das Feuer zu erwidern. Wenn du Raketen gut genug ausweichen kannst und mehr Kopf-an-Kopf-Kampfkraft willst, werden die Direct Damage-Varianten ideal sein und einen Teil des Schlages aus den Waffen deiner Feinde nehmen. Am Ende geht es darum, dass der Betreiber gen\u00fcgend Wahlm\u00f6glichkeiten hat, um sein Schiff an seinen Spielstil anzupassen.\n\nDiese neuen Schilde sind auch nur die erste von vielen Varianten f\u00fcr nicht nur Schilde, sondern f\u00fcr jede Schiffskomponente. Wir verfolgen bei jeder Hauptkomponente einen \u00e4hnlichen Ansatz, beginnend mit einigen Kernvarianten, und bauen eine Grundlage auf, um zuk\u00fcnftige Varianten sowohl in Bezug auf ihre Leistung als auch auf ihre \u00dcberlieferung zu leiten.\n\nZane und Brandon arbeiten daran, den Schildsystemen ein h\u00f6heres Ma\u00df an Kontrolle zu verleihen, von den Schnittstellen, die es den Spielern erm\u00f6glichen, ihre Schilde manuell zu priorisieren, \u00fcber die Verwendung von Voreinstellungen, um in der Hitze des Gefechts schnell zu wechseln, bis hin zu den fortgeschritteneren Kits, die die Leistung f\u00fcr einzelne Schildfl\u00e4chen reduzieren k\u00f6nnen. Dies wird M\u00f6glichkeiten f\u00fcr Tarnschiffe er\u00f6ffnen, sich in eine Situation zu begeben, ohne sich selbst anzuk\u00fcndigen, oder f\u00fcr die wirklich Verzweifelten, ihre Schilde, K\u00fchler und Kraftwerke bis zur Bruchstelle im Kampf ums \u00dcberleben zu bringen.\n\nMit Multi-Crew am Horizont suchen wir weiterhin nach M\u00f6glichkeiten, das Schild-Gameplay kooperativer und aktiver zu gestalten, um diejenigen zu unterst\u00fctzen, die daran interessiert sind, sich zu bem\u00fchen, die Fr\u00fcchte zu ernten. Ein Schiff, das mit Hochleistungsschilden, kundenspezifischen Erweiterungen und schildverst\u00e4rkender Meisterschaft ausgestattet ist, kann effektiv als Verteidigungsschirm f\u00fcr ein freundliches Schiff eingesetzt werden, wobei die maximale Effektivit\u00e4t aus engen Formationen von fokussierten Spielern resultiert, die die toten Winkel des anderen abdecken.\n\nSchildmanagement heute\nDas aktuelle Schildmanagement erfolgt \u00fcber einen speziellen Kontext auf dem CVI (Combat Visor Interface) oder auf einem Multifunktions-Display. Hier kann man die Energieverteilung auf jede der verschiedenen Schildfl\u00e4chen neu verteilen und den Status jeder Schildfl\u00e4che \u00fcberwachen. Die Schildzuordnung erfolgt durch die Positionierung der Zuordnungspunkte sowohl f\u00fcr die L\u00e4ngs- als auch f\u00fcr die Vertikalachse Ihres Schiffes.\n\nSchildmanagement morgen\nAber das ist erst der Anfang! Wir entwickeln derzeit ein viel umfassenderes System, das erstmals auf Mehrbesatzungsschiffen zum Einsatz kommt (bevor es wieder auf Einsitzer umgestellt wird).\n\nDer Multi-Crew-Schildmanagementbildschirm erm\u00f6glicht es einem Supportmitarbeiter, sowohl die auf diesem Schiff installierten Schildgeneratoren als auch die erzeugten Schildsegmente zu verwalten. Der Multi-Crew-Schildmanagement-Bildschirm erm\u00f6glicht auch eine detailliertere Steuerung der Schiffsschildgeneratoren. Ein Modell des Schildverwaltungsbildschirms ist im Lieferumfang enthalten, das in mehrere Einzelteile zerf\u00e4llt.\n\nAktionsregal\nDas Aktionsregal zeigt alle verf\u00fcgbaren Aktionen als Registerkarten an, \u00e4hnlich wie die Management-Seiten auf den Single-Pilot-Schiff-HUDs. Das Aktionsregal besteht aus folgendem:\n\nRegisterkarten f\u00fcr Aktionen: Die f\u00fcr diese Station verf\u00fcgbaren Aktionen - in der Regel begrenzt auf drei Aktionen. Jede zeigt ein Akronym f\u00fcr die Aktion, die die Registerkarte repr\u00e4sentiert, d.h. PWR f\u00fcr Power Management User Details: In diesem Abschnitt wird angezeigt, wer an der Aktion Einstellungen angemeldet ist: \u00d6ffnet ein Einstellungsfenster Abschnitt Schiffsinformationen.\nDies ist Ihre Gesamtansicht der Schildsituation eines Schiffes. Es zeigt allen Besatzungsmitgliedern die allgemeinen Schiffsinformationen an, die sie verwenden k\u00f6nnen. Das 3D-Schema zeigt eine holografische Ansicht des Schiffes mit Komponenten, Schildsegmenten und Rumpfsch\u00e4den, die der Spieler durch Ziehen und Ablegen des Netzes man\u00f6vrieren kann. Drehen, Zoomen und Schwenken! Der Spieler kann auch Objekte ausw\u00e4hlen, indem er mit der linken Maustaste klickt. Die so ausgew\u00e4hlten Objekte zeigen den Status der einzelnen Komponenten an.\n\nDie im Abschnitt Schiffsinformationen enthaltenen Informationen stellen sich wie folgt dar:\n\nStromverbrauch: Zeigt den Zustand des Kraftwerks, ob online oder offline, die insgesamt verf\u00fcgbaren Steckdosen, den aktuellen Leerlauf und den m\u00f6glichen Stromverbrauch (wenn alle Komponenten aktiv sind.) CPU-Auslastung: Zeigt die CPU-Auslastung und -Last der Schiffe, ob online oder offline, die insgesamt verf\u00fcgbaren CPU-Zyklen, die aktuelle Leerlaufnutzung und die potenzielle CPU-Auslastung (wenn alle zutreffenden Komponenten aktiv sind.) IR- und EM-Ausgang: Diese funktionieren genau wie die IM- und EM-Ausgangsz\u00e4hler auf dem AC-Schiff HUD. Jeder Balken zeigt die aktuelle EM- oder W\u00e4rmeleistung des Schiffes an. Der minimale Barwert stellt Null dar (d.h. keine W\u00e4rme oder alle Leistungen sind ausgeschaltet) und der maximale Barwert stellt die h\u00f6chste potenzielle W\u00e4rme- oder EM-Leistung f\u00fcr dieses Schiff mit allen eingebauten Komponenten dar. Nach Ablauf einer vorgegebenen Zeitspanne wird dem Diagramm ein neuer Balken hinzugef\u00fcgt und die anderen Balken verschieben sich nach links. Voreinstellungen\nJede Aktion hat f\u00fcnf Voreinstellungen, mit denen der Spieler seine aktuelle Konfiguration speichern oder eine gespeicherte Konfiguration aufrufen kann. Sie k\u00f6nnen auch Presets von Schiffen des gleichen Typs importieren. Dies erm\u00f6glicht es den Piloten, je nach Situation die bevorzugten Optionen auszuw\u00e4hlen. M\u00f6chten Sie mehr Energie f\u00fcr die Schilde, wenn Sie sich in einem Asteroidenfeld befinden? Oder m\u00f6chtest du eine Einstellung, die deine Leistung f\u00fcr eine schnelle Flucht ganz reduziert? Mit den Voreinstellungen kannst du diese Entscheidungen schnell treffen!\n\nGenerator-Info\nDieser Abschnitt zeigt alle auf dem Schiff des Spielers installierten Schildgeneratoren und erm\u00f6glicht es dem Spieler, seine Leistung zu optimieren. Das Fenster Generator-Info ist weiterhin in mehrere Unterabschnitte unterteilt.\n\nInstallierte Generatoren: In diesem Beispiel gibt es hier vier Steckpl\u00e4tze, die von Schildgeneratoren belegt werden k\u00f6nnen. Auf diese Weise erh\u00e4lt der Spieler grundlegende Informationen zum Generator auf einen Blick. Dieser Abschnitt zeigt:\n\nWenn der Generator ein- oder ausgeschaltet ist, wenn der Generator deaktiviert oder zerst\u00f6rt ist Der aktuelle Schadensgrad des Generators Diese Tasten k\u00f6nnen ausgew\u00e4hlt werden, um weitere Informationen \u00fcber den markierten Generator anzuzeigen. Nach der Auswahl wird das rechte Feld mit zus\u00e4tzlichen Informationen gef\u00fcllt:\n\nDer Name des Generators Heizstufen Generator Priorit\u00e4t: Der Spieler kann auch die Leistungspriorit\u00e4t der Generatoren mit dem Vorbehalt festlegen, dass die Erh\u00f6hung der Leistung in einem Bereich die Wirksamkeit der beiden anderen verringert. Es gibt drei Attribute, die der Spieler anpassen kann:\n\nMaximale Schildpunkte (MSP): Die Anzahl der Schirmpunkte, die die Generatoren auf alle Schildsegmente verteilen m\u00fcssen. Dies erh\u00f6ht zwar die Festigkeit der Schilde, \u00fcbt aber auch einen h\u00f6heren Druck auf das Kraftwerk aus, das mehr Zeit und Leistung aufwenden muss, um die Schilde zu regenerieren. Schildregeneration (RGN): Dies ist die Anzahl der Punkte, die die Schilde pro \"pip\" regenerieren. Eine Erh\u00f6hung dieser Zahl verk\u00fcrzt die Zeit, die ben\u00f6tigt wird, um die Schilde bei Besch\u00e4digung wieder in den vollen Zustand zu versetzen. Schildwiederherstellung (REC): Wenn ein Schildsegment abgebaut wird, ben\u00f6tigt es Zeit zur Wiederherstellung, d.h. bevor die Regeneration beginnt. W\u00e4hrend dieser Zeit ist das Schiff der Spieler verwundbar. Erh\u00f6ht dieses Attribut, reduziert die Zeit, die die Schilde ben\u00f6tigen, um sich zu erholen. Beispiel f\u00fcr eine Generatorpriorit\u00e4t\nDieses Beispiel geht davon aus, dass der Spieler \u00fcber einen einzelnen Schildgenerator verf\u00fcgt, der 100 Schildpunkte erzeugen kann. Es l\u00e4dt sich an 10 Schildpunkten pro Sekunde auf und hat eine Erholungszeit von 2 Sekunden. In der Standardposition werden die Balken mit jeweils 33% angezeigt.\n\nWenn der Spieler das MSP-Attribut vollst\u00e4ndig um 25% priorisiert, werden RGN und REC jeweils um 12,5% reduziert.\n\nSchildsegmente\nDieser Abschnitt erm\u00f6glicht es dem Spieler, bis zu sechs Schildsegmente zu verwalten und erm\u00f6glicht die gleiche Funktionalit\u00e4t wie auf dem Einzelspieler-Schiff HUD.\n\n\u00c4ndern Sie die Priorit\u00e4tsstufen: Der Spieler kann ein bestimmtes Segment priorisieren, indem er den Schieberegler \u00e4ndert. Die Erh\u00f6hung der Priorit\u00e4t eines Schildsegments nimmt die erforderlichen Schirmpunkte von allen benachbarten Segmenten entgegen, ben\u00f6tigt aber keine weitere Leistung. Verst\u00e4rken: Die Verst\u00e4rkung eines Segments erm\u00f6glicht es diesem Segment, seine normale Maximalgrenze zu \u00fcberschreiten. Dies wird durch das Verschieben von Schildpunkten aus allen anderen Segmenten erreicht. Dies ist kein sicheres Verfahren und bezieht zus\u00e4tzliche Energie aus der Anlage in H\u00f6he der Anzahl der \u00fcbertragenen Schirmpunkte. Boost: Der Spieler kann die Regeneration eines Schildsegments f\u00f6rdern. Dabei wird Strom direkt aus der Anlage bezogen, um den Boost zu erreichen. Sozial\nSozial?! Das ist richtig: Auf gr\u00f6\u00dferen Schiffen wirst du mit einer Crew von Freunden und NSCs interagieren wollen, um die Schilde nach Bedarf auszugleichen. Stellen Sie sich vor, Ihr Kumpel berichtet, dass sein Schild einen Treffer erlitten hat und sein Turm jetzt ungesch\u00fctzt ist.... so k\u00f6nnen Sie die Energie umleiten, um ihn schnell zu decken!\n\nZus\u00e4tzlich zum Standardflugprotokoll zeigt das Sozialpanel Meldungen \u00fcber Aktionen an: Spieleranfragen, Sch\u00e4den an Schiffen oder Waffen und kritische Komponentenzust\u00e4nde. Benachrichtigungen sind Anfragen oder Befehle von anderen Spielern, die als w\u00e4hlbare Schaltfl\u00e4chen in der Liste erscheinen. Jede Schaltfl\u00e4che hat die folgenden Attribute:\n\nEin Symbol, das die erforderliche Aktion anzeigt. Beispielsweise w\u00fcrde eine Ein-\/Ausschaltanforderung als Power-Symbol angezeigt. Der Name des Spielers, der die Anfrage gesendet hat Eine kurze Beschreibung der angeforderten Aktion\nDie Auswahl einer Anforderung \u00f6ffnet das Anforderungsfenster, in dem der Bediener die Anforderung annehmen oder ablehnen kann. Das ist unsere Vision f\u00fcr das Schildmanagement in zuk\u00fcnftigen Iterationen von Arena Commander. Die Hoffnung ist, dass es sowohl einfach als auch komplex sein wird: leicht zu erlernen, schwer zu erlernen. Und wenn die Schiffe gr\u00f6\u00dfer werden, sehen wir es als eine Gelegenheit, die Spieler zu ermutigen, zusammenzuarbeiten, um die Besatzung eines Schiffes zu verbessern.... und die Erfahrungen zu machen, nach denen sie sich sehnen, nachdem sie ein Leben lang mehrere Schiffe in Filmen und im Fernsehen gesehen haben!\n\nDas ist alles gut und sch\u00f6n, aber wie funktionieren unsere Schilde, tief im Inneren? Mit der aktuellen Implementierung behalten wir den \u00dcberblick \u00fcber bis zu 32 gleichzeitige Treffer auf jedem Schiff, die auf ein ma\u00dfgeschneidertes Schildnetz \u00fcbertragen werden. Eine Aufprallwelle wird erzeugt und auf das Schildnetz f\u00fcr jeden Treffer basierend auf den Parametern des Treffers abgebildet, und durch die Anwendung einer Vielzahl von 4-dimensionalen koh\u00e4renten Rausch-\/Gradientenmustern sind wir in der Lage, den Effekt gleichm\u00e4\u00dfig \u00fcber die Oberfl\u00e4che des Schildes zu verteilen.\n\nWir planen jedoch, den Effekt in K\u00fcrze zu \u00fcberarbeiten, um einige der bestehenden Einschr\u00e4nkungen zu beseitigen und die von Chris Roberts geforderten Funktionen hinzuzuf\u00fcgen. Die gr\u00f6\u00dfte \u00c4nderung besteht darin, die Form des Schildes in jedem Frame dynamisch zu erzeugen, indem man die vorhandenen Kunst- und Physiknetze verwendet. Dies erm\u00f6glicht es dem Schild, sich enger um jeden Teil des Schiffes zu wickeln, sich zu verwandeln, um animierte Teile wie T\u00fcrme und Motoren anzupassen und sich an Ver\u00e4nderungen in der Silhouette des Schiffes anzupassen, da Teile weggeblasen werden. Es wird auch die Schiffseinrichtung vereinfachen, da wir nicht mehr f\u00fcr jedes Schiff manuell ein UVW-ungewickeltes Schildnetz erstellen m\u00fcssen.\n\nUm die Skalierbarkeit des Effekts zu verbessern, werden Trefferimpulse zun\u00e4chst in einem Off-Screen-Puffer gesammelt und dann in einem verz\u00f6gerten Durchgang schattiert. Dies wird eine gr\u00f6\u00dfere Anzahl gleichzeitiger Auswirkungen erm\u00f6glichen, was f\u00fcr unsere gr\u00f6\u00dferen Schiffe entscheidend sein wird. Die Rauschmuster werden auch aus Texturen gelesen, anstatt prozedural berechnet zu werden, um mehr Vielfalt und eine bessere K\u00fcnstlerf\u00fchrung zu erm\u00f6glichen.\n\nSchiffe sind nicht der einzige Ort, an dem Schilde in Star Citizen erscheinen! Wir arbeiten auch an pers\u00f6nlichen Schilden, die im kommenden First Person Shooter Modul verwendet werden k\u00f6nnen. In FPS k\u00f6nnen Spieler ein Gadget einsetzen, das sie vor dem Eindringen von Feuer sch\u00fctzen kann. Die QDB (Quick Deployment Barricade), auch bekannt als die Quikcade, kann \u00fcberall dort eingesetzt werden, wo sie passt und in jedem Bereich mit Schwerkraft. Die QDB hat gerade genug Schildst\u00e4rke, um Sch\u00e4den in diesen kritischen Momenten zu vermeiden. Spieler k\u00f6nnen die QDB auch als Deckfl\u00e4che nutzen. Die QDB verwendet die gleiche Technologie wie die von Schilden, die von Schiffen verwendet werden, jedoch in einer kleinen, kompakten Form. Schilde verbrauchen viel Energie, so dass die QDB aufgrund ihrer tragbaren Natur nicht so viel Schaden aushalten kann wie Schiffe.\n\nAn Bord eines Schiffes finden die Spieler Schilde, die an vielen anderen Orten verwendet werden. Von Hangarbuchtstoren und anderen Blockern innerhalb der Schiffsstruktur aus kann die Vielfalt Ihrer Begegnungen zu Fu\u00df enorm sein. Wie ein Schild angetrieben wird, entscheidet dar\u00fcber, wie viel Gesundheit er hat.\n\nNeben dem, was wir oben besprochen haben, gibt es eine Reihe von Verbesserungen an den Schildsystemen, die wir in Betracht gezogen haben, und obwohl diese Designs noch nicht konkretisiert sind, ist dies der perfekte Ort, um einen ersten Blick auf das Kommende zu werfen.\n\nEine solche Verbesserung kommt von einer unerwarteten Stelle - dem Signaturmanagement. Zu den notwendigen Elementen f\u00fcr das Signaturmanagement geh\u00f6ren die relativen Signale der Umgebung und anderer Objekte, die Ihnen effektiv etwas bieten, hinter dem Sie sich verstecken k\u00f6nnen, und dieses System reicht bis hin zur Beschreibung, wie sich die lokalen Gase, Strahlen oder Ionenst\u00fcrme auf Ihre Schilde auswirken. Dies f\u00fchrt dazu, dass der Spieler M\u00f6glichkeiten hat, gegen diese widrigen Umst\u00e4nde vorzugehen, ein neues Element, das er bei der Entscheidung, wie er die zuvor beschriebenen Schildverteilungen verwalten soll, jonglieren kann. Manchmal reicht es aus, alle deine Schilde in Richtung Feuerwehr zu schieben, aber manchmal musst du ber\u00fccksichtigen, wie Schw\u00e4chen in einem Teil des Systems die Leistung des Ganzen beeinflussen k\u00f6nnten.... Schw\u00e4chen, die direkt aus den Kernstatistiken der Schildgegenst\u00e4nde abgeleitet werden, was bedeutet, dass jeder einzelne seine eigene spezielle Balance hat, die du finden musst. (Einen weiteren Sieg f\u00fcr den Arena Commander Pr\u00fcfstand erzielen!)\n\nDa die von uns eingesetzten Schiffe immer gr\u00f6\u00dfer werden, sehen wir Chancen, unsere Systeme weiter zu physisieren. Die st\u00e4rksten Elemente von Star Citizen vermitteln das Gef\u00fchl, wirklich zu existieren und funktionieren so, dass man sehen kann, wie sie ihre Funktionen erf\u00fcllen, anstatt sie sicher hinter einem Men\u00fc zu verstecken oder tief im Schiff zu verstecken. Eine M\u00f6glichkeit, dies auf das Schildsystem anzuwenden, besteht darin, Schildfl\u00e4chen mit Stabilisierungsstrahlern zu verbinden, einfachen kleinen Vorrichtungen, die auf dem Rumpf des Schiffes platziert sind und sich verschw\u00f6ren, ein Interferenzmuster auszusenden, das die Bewegung von Energie durch das Schildsystem erleichtert und es gleichzeitig erlaubt, seine effektive Form beizubehalten - alles in allem, dass eine Besch\u00e4digung eines Strahlers die Gesundheit seiner Schildfl\u00e4che beeintr\u00e4chtigen w\u00fcrde, wodurch der Anstellwinkel noch wichtiger wird, als er es bereits ist.\n\nAber solange es diese pfiffige \u00dcberlieferung dar\u00fcber gibt, wie Schilde funktionieren, warum sollte man sie nicht weiter ausbauen? Stellen Sie sich vor, Sie verwalten Schilde, die sich wie ein fluiddynamisches System verhalten, in das Sie Impulse senden k\u00f6nnen, um diese Energie zu bewegen, indem Sie eine sehr aktive Rolle bei der direkten Manipulation selbst dieser Emitter \u00fcbernehmen, Sch\u00e4den kompensieren oder sich auf den n\u00e4chsten Angriff vorbereiten, und zwar auf eine Art und Weise, die weit \u00fcber alles hinausgeht, was Ihr Pilot \u00fcberhaupt verstehen wird. Nun, auch wenn das vielleicht nicht die Richtung ist, in die wir am Ende \u00fcberhaupt gehen, beginnt es doch, das Hauptziel zu veranschaulichen, diese Systeme tiefgr\u00fcndig, involvierend und proaktiv zu gestalten.\n\nEs k\u00f6nnte ein Schildpuls-Subsystem geben, in dem du einen gro\u00dfen Teil der Energie opferst, die deine Schilde aufrechterh\u00e4lt, um eine Ladung aufzubauen, eine, die diese Schilde f\u00fcr kurze Zeit deutlich verst\u00e4rkt, wenn du diese Energie wieder freisetzt. Diese Aufladung w\u00fcrde allm\u00e4hlich die W\u00e4rme- und Stromsignatur erh\u00f6hen, was es zu einem Gleichgewichtsspiel f\u00fcr jeden macht, der dies benutzt, um die Oberhand in einem Hinterhalt zu gewinnen, bevor er sich selbst verschenkt, und die Ladung k\u00f6nnte in Etappen aufgebaut werden, was dem Hinterhalt die M\u00f6glichkeit gibt, seine Schilde jedes Mal zu schieben, wenn er f\u00fcr einige Augenblicke die Sichtlinie unterbrechen kann.\n\nWir k\u00f6nnten einen Direktprojektionsmodus haben, der alle deine Schildfl\u00e4chen nimmt und sie zu einer einzigen zusammenf\u00fchrt - so dass du Angriffen aus allen anderen Richtungen ausgesetzt bist, aber die Gesundheit und Regeneration des verbleibenden Gesichts \u00fcber die gesamte Gesundheit hinaus st\u00e4rkt, die du normalerweise bekommst (Energiefelder, die sich gegenseitig verst\u00e4rken, versteht ihr). Dann k\u00f6nnte der Schildbetreiber diese einzigartige Schildfl\u00e4che direkt anvisieren, indem er einen sehr praktischen Ansatz zur Schadensminderung verfolgt und eine gut ge\u00f6lte Maschine eines Teams zu einer wahren Kraft macht, mit der man rechnen muss.\n\nUnd all das ist gro\u00dfartig, und sein Gebiet ist reif f\u00fcr die Erforschung, aber der Kern der Schilde (und des SC als Ganzes) bleibt, wenn es darum geht, seine eigene Erfahrung zu verwirklichen. Jedes dieser Features ist so konzipiert, dass es auf dem n\u00e4chsten Layer liegt und eine tiefere Erfahrung f\u00fcr diejenigen bietet, die es suchen, w\u00e4hrend diejenigen, die an anderen Dingen interessiert sind, die Werkzeuge erhalten, um Spa\u00df ohne es zu haben.\n\nWie bei jedem Design-Post repr\u00e4sentiert dieser Artikel unser aktuelles Denken f\u00fcr die abgedeckten Systeme. Alle Inhalte k\u00f6nnen sich aufgrund von Tests \u00e4ndern. Die hier angegebenen Zahlen stellen Daten dar, die zum Zeitpunkt der Ver\u00f6ffentlichung aktuell sind, die aber wahrscheinlich vor dem Start auf verschiedene Weise ge\u00e4ndert werden, um das bestm\u00f6gliche Star Citizen-Erlebnis zu schaffen.","zh_CN":"Greetings Citizens,\nShields are an iconic part of science fiction drama \u2013 if there\u2019s a spaceship involved, chances are that shields are involved. Whether someone is redirecting power to the forward shield or reporting to their commanding officer that shields are seconds away from failing, their existence has become an unquestioned piece of standard equipment in future worlds.\n\nIn space game design, shields serve another purpose. In their earliest iterations, like the original Wing Commander, shields were a way to alter gameplay significantly from traditional air combat encounters. Players could engage the enemy safe in the knowledge that there was a regenerative buffer should they suffer damage\u2026 meaning that head on attacks and other maneuvers were suddenly more of a viable option.\n\nAs space sims \u2018grew up\u2019 they adopted varying systems of shield management. Players could live their own microcosm of Star Trek\u2019s \u201cshe needs more power!\u201d moments by changing how much energy went to individual systems (typically shields, engines and weapons.) Shield management is the perfect distillation of the high stakes strategy and anticipation of space combat, gambling your life and your crew on the next move your opponent will make. There\u2019s a lot going on in those tense moments, weighing resources against reality to squeeze out those few extra moments that can mean the difference between victory and defeat.\n\nWhich is to say: shield management is a pretty important thing to get right in Star Citizen! As we hope to go deeper into a science fiction world than ever before attempted in gaming, we know we need a comprehensive shield system that goes beyond \u2018shields up\u2019 versus \u2018shields down.\u2019 It\u2019s an incredibly important thing to get right, and the task ahead of the design team is to define all the little pieces that will begin to add up to those memorable moments.\n\nToday, shield and power management in Arena Commander may seem simplistic\u2026 but it\u2019s going to get much, much more interesting!\n\nIn Star Citizen, shields react uniquely depending on the kinds of forces they are deflecting, with energy weapons being absorbed entirely (chipping away faster at the health of the shields) or with ballistic weapons simply being slowed to weaken the impact that does make it through (inflicting reduced but lasting damage). The higher power shields specialize by splitting that output among multiple faces, and by better deflecting splash damage, for example. Augmentation items can be used to push these effects even further, or to find a middle ground relative to the more standard shield setups.\n\nWe\u2019ve just completed the first round of variant shield generators, representing 2 variant styles with size 1-4 models available. When setting these generators up, we first roughed out a general set of variant styles to help set a baseline for how they\u2019ll perform in game. After that, we brought in David and Will to help us sort out which of our component manufactures would really be producing these kinds of equipment.\nHere are some of the high-level shield variations we\u2019ve been thinking of. Not all of these are built out, but it serves as a reference point when helping to figure out who makes what:\n\nMilitary \u2013 High Damage, High Recharge, High Power Use, High Signal\n\nStealth \u2013 Low Damage, Low Power Use, Low Signal\n\nCivilian \u2013 Everything\u2019s Even\n\nRacer \u2013 Low Damage, Rapid Recharge\n\nIndustrial \u2013 High Damage, Low Recharge, Low Power Use, High Signal\n\nOutlaw \u2013 Weird Stuff \u2013 Vampire Shields, Flux Shields, etc.\n\nNext, manufactures were assigned to the high-level ideas:\n\nMilitary \u2013 Gorgon Defender Industries\n\nStealth \u2013 Ascension Astro (or Lightning Power LTD)\n\nCivilian \u2013 Seal Corp (Average), Behring (high end)\n\nRacer \u2013 Yorm\n\nIndustrial \u2013 Basilisk\n\nOutlaw \u2013 SternenKatzen\n\nNow on to the variant styles. These are the 6 styles we\u2019ve started to build out and get ready for use, along with their high-level role and assigned manufacture.\n\nRapid Charge \u2013 Low recharge delay and high recharge value, offset by weaker base shields with lower HP. \u2013 Racer (Yorm)\n\nDurable Item \u2013 Reinforced components with strong component HP and boosted shield HP at the expense of a higher signal. \u2013 Industrial (Basilisk)\n\nDirect Damage Shell \u2013 Improved direct fire absorption with reduced splash damage absorb. \u2013 Civilian (Behring or Seal)\n\nSplash Damage Guard \u2013 Improved splash damage absorption with reduced direct fire absorb. \u2013 Civilian (Behring or Seal)\n\nSecond Skin \u2013 Improved overall damage absorption with higher power draw. \u2013 Military (Gorgon)\n\nHard Light \u2013 Substantially improved shield HP and absorption with increased Heat generation. \u2013 Military (Gorgon)\n\nAfter this, we went over the actual art assets that will be used for the new generators, and for the new shields being added with 1.0.2, we decided that Seal Corp would be the best fit. Now, with the design, art, and fiction for these shields all lined up, we end up with the new Seal Corp INK-Mark and INK-Splash Shield Generators.\n\nThe INK-Mark represents the Direct damage style, with the INK-Splash filling the Splash Damage style. As their style describes them, they\u2019re each tuned to improve their performance against a specific type of incoming damage. Direct damage variants will have higher absorption from direct kinetic, energy and distortion damage, while it\u2019s splash-absorption for each damage type is reduced. Similarly, the splash damage variants will be the inverse, with boosted splash kinetic, energy, and distortion absorption.\n\nIf you\u2019re having trouble with missiles, a Splash Damage variant shield will help give you some extra breathing room to return fire. If you can dodge missiles well enough, and want more head-to-head fighting power, the Direct Damage variants will be ideal, taking some of the punch out of your enemies guns. In the end, it\u2019s all about the operator having enough choices to make their ship fit their playstyle.\n\nThese new shields are also just the first of many variants for not only shields, but any ship component. We\u2019re taking a similar approach to each major component, starting with a few core variants, and building a foundation to help guide future variants both in terms of their performance and their lore.\n\nZane and Brandon are working to bring increased levels of control to the shield systems, from the interfaces that allow players to manually prioritize their shields, to the use of presets to switch quickly in the heat of battle, to the more advanced kits which can throttle power for individual shield faces. This will open up opportunities for stealth ships to ease into a situation without announcing themselves, or for the truly desperate to push their shields, coolers, and power plants to the breaking point in the fight to survive.\n\nWith Multi-Crew just over the horizon, we\u2019re continuing to look at ways to make shield gameplay more cooperative and more active to benefit those interested in putting in the effort to reap the rewards. A ship decked out with high output shields, custom augmentations, and shield-boosting mastery can effectively run as a defensive screen for a friendly ship, with maximum effectiveness coming from tight formations of focused players covering each other\u2019s blind spots.\n\nShield Management Today\nCurrent shield management is handled through a dedicated context on the CVI (Combat Visor Interface), or on a Multi-Function Display. Here, one can redistribute the allocation of power to each of the various shield faces, as well as monitor the status of each shield face. Shield allocation is handled by positioning the allocation pips for both your ship\u2019s longitudinal and vertical axes.\n\nShield Management Tomorrow\nBut that\u2019s just the start! We are currently developing a much more comprehensive system, which will premiere on multi-crew ships (before being adopted back to single seaters.)\n\nThe multi-crew shield management screen allows a support crew member to manage both the shield generators installed on this ship and any shield segments generated. The multi-crew shield management screen also allows from more granular control of the ships shield generators. A mockup of the shield management screen is included, which breaks down into several individual pieces.\n\nAction Shelf\nThe Action Shelf shows all available actions as tabs much like the way the management pages are shown on the single-pilot ship HUDs. The Action Shelf consists of the following:\n\nAction Tabs: The actions available to this station \u2013 usually limited to three actions. Each shows an acronym for the action the tab represents i.e. PWR for Power Management\n\nUser details: This section shows who is logged on to the action\n\nSettings: Opens a settings panel\n\nShip Information Section\nThis is your overall view of a ship\u2019s shield situation. It shows the general ship information, of use to any crew member. The 3D schematic shows a holographic view of the ship including components, shield segments and hull damage, which the player will be able to maniupate by dragging and dropping the mesh. Rotate, zoom and pan! The player will also be able to select objects by left-clicking. Objects so selected will indicate the status of individual components.\n\nInformation included in the ship information section is as follows:\n\nPower Usage: Shows the condition of the power plant, whether it is online or offline, the total power points available, the current idle usage and the potential power usage (if all components are active.)\n\nCPU Usage: Shows the ships\u2019 CPU usage and load, whether online or offline, the total CPU cycles available, the current idle usage and the potential CPU load (if all applicable components are active.)\n\nIR and EM output: These function exactly as the IM and EM output meters on the AC ships HUD. Each bar shows the ships current EM or heat output. The minimum bar value represents zero (i.e. no heat or all power is off) and the maximum bar value represents the highest potential heat or EM output for that ship with all fitted components active. As a predetermined amount of time expires a new bar is added to the graph and the other bars shift to the left.\n\nPresets\nEach action has five presets allowing the player to save their current configuration or recall a saved one. They may also import presets from ships of the same type. This will allow pilots to have favorite options selected depending on the situation. Want more power to the shields when you\u2019re in an asteroid field? Or want a setting that reduces your power entirely for a quick escape? The presets let you make these choices quickly!\n\nGenerator Info\nThis section shows all the shield generators installed on the player\u2019s ship and allows the player to tweak their performance. The Generator Info pane further divides into several subsections.\n\nInstalled Generators: In this example, there are four slots here which can be taken up by shield generators. This allows the player to gain basic generator information at a glance. This section shows:\n\nIf the generator is powered on or off\n\nIf the generator is disabled or destroyed\n\nThe current damage level of the generator\n\nThese buttons can be selected to show more information about the highlighted generator. Once selected the panel to the right is filled with additional information:\n\nThe name of the generator\n\nHeat levels\n\nGenerator Priority: The player may also set the performance priority of the generators with the caveat that increasing performance in one area reduces the effectiveness of the other two. There are three attributes the player can tweak:\n\nMaximum Shield Points (MSP): The amount of shield points that the generators have to distribute between all shield segments. Although this increases the strength of the shields it also puts more pressure on the power plant which must spend more of its time and output regenerating the shields.\n\nShield Regeneration (RGN): This is the amount of points the shields regenerate per \u201cpip\u201d. Increasing this reduces the time it take to take the shields back to full health when damaged.\n\nShield recovery (REC): When a shield segment is taken down it requires time to recover i.e. before the regeneration starts. During this time the players\u2019 ship is vulnerable. Increases this attribute reduces the amount of time needed to the shields to recover.\n\nGenerator Priority Example\nThis example assumes tha the player has a single shield generator capable of generating 100 shield points. It recharges at 10 shield points per second and has a recovery time of 2 seconds. In the default positon the bars are shown at 33% each.\n\nIf the player fully prioritizes the MSP attribute by 25% the RGN and REC are both decreased by 12.5% each\n\nShield Segments\nThis section allows the player to manage up to six shield segments and allows the same functionality seen on the single-player ship HUD.\n\nChange priority levels: The player can prioritise a particular segment by modifying the slider. Increasing the priority of a shield segment takes the required shield points from all adjacent segments but does not require any more power to achieve.\n\nReinforce: Reinforcing a segment allows that segment to exceed its normal maximum limit. This is achieved by shunting shield points from all other segments. This is not a safe procedure and draws additional power from the plant equal to the amount of shield points transferred.\n\nBoost: The player can boost the regeneration of a shield segment. This draws power directly from the plant to achieve the boost.\n\nSocial\nSocial?! That\u2019s right: on larger ships, you will want to interact with a crew of friends and NPCs to balance shields as needed. Imagine your buddy reporting his shield has taken a hit and his turret is now unprotected\u2026 so you can reroute power to cover him quick!\n\nIn addition to the standard flight log, the social panel will display messages relating to actions: player requests, damage to ships or weapons and critical component states. Notifications are requests or commands from other players which appear as selectable buttons in the list. Each button has the following attributes:\n\nAn icon indicating the action required. For example a power on\/off request would appear as a power icon.\n\nThe name of the player that sent the request\n\nA brief description of the action requested\nSelecting a request opens the request window where the operator may accept or decline the request.\n\nThat\u2019s our vision for shield management in future iterations of Arena Commander. The hope is that it will be both simple and complex: easy to pick up, hard to learn. And as ships get larger, we see it as an opportunity to encourage players to work together to better crew a ship\u2026 and to have the experiences they\u2019re craving after a lifetime of seeing multicrew ships in films and on television!\n\nThat\u2019s all well and good, but how do our shields work, deep down? With the current implementation, we keep track of up to 32 simultaneous hits on each ship that are rendered onto a bespoke shield mesh. An impact wave is generated and mapped onto the shield mesh for each hit based on the hit\u2019s parameters, and by applying a variety of 4 dimensional coherent noise\/gradient patterns, we are able to make the effect propagate smoothly over the shield\u2019s surface.\n\nWe plan to overhaul the effect soon though, to address some of its existing limitations and add features requested by Chris Roberts. The biggest change involves dynamically generating the shape of the shield every frame using the existing art and physics meshes. This will allow the shield to wrap more tighter around every part of the ship, morph to match animating parts such as turrets and engines, and adapt to changes in the ship\u2019s silhouette due to parts being blown off. It will also simplify ship setup as we will no longer need to manually create a UVW-unwrapped shield mesh for each ship.\n\nTo improve the scalability of the effect, hit impacts will be accumulated in an off-screen buffer first, then shaded in a deferred pass. This will allow for a larger number of simultaneous impacts, which will be crucial for our larger ships. The noise patterns will also be read from textures instead of being calculated procedurally, to allow for more variety and better artist control.\n\nShips aren\u2019t the only place shields appear in Star Citizen! We are also working on personal shields which can be used in the upcoming First Person Shooter module. In FPS, players are able to deploy a gadget that can protect them from incoming fire. The QDB (Quick Deployment Barricade), also referred to as the Quikcade, can be deployed anywhere it can fit and in any area that has gravity. The QDB has just enough shield power to prevent damage in those critical moments. Players are able to use the QDB as a cover surface as well. The QDB uses the same technology behind shields used by ships, but in a small compact form. Shields take up a lot of energy, so the QDB can\u2019t withstand as much damage as ships because of its portable nature.\n\nWhile on board a ship, players will find shields being used in many other places. From Hangar bay doors and other blockers within the ships structure, the variety of your encounters while on foot could be vast. How a shield is being powered will determine how much health it has.\n\nBeyond what we\u2019ve discussed above, there are a number of improvements to the shield systems that we\u2019ve started to consider, and while these designs aren\u2019t fleshed out yet, this is the perfect place to provide that first glimpse of what is to come.\n\nOne such improvement comes from an unexpected place \u2013 signature management. Among the necessary pieces for signature management is the relative signals of the environment and other objects that effectively give you something to hide behind, and that same system extends to help describe exactly how the local gases, radiation or ion storm will affect your shields. This gives rise to the player having ways to push back against these adverse conditions, a new element to juggle when deciding how to manage those shield allocations described before. Sometimes it will be enough to push all your shields towards the firefight, but sometimes you\u2019ll need to take into account how weaknesses in one part of the system could affect the performance of the whole\u2026 weaknesses derived directly from the core stats of the shield items, meaning that each one will have its own particular balance for you to find. (Score another win for the Arena Commander test bed!)\n\nAs the ships we implement continue to get larger, we begin to see opportunities to further physicalize our systems. The strongest elements of Star Citizen give a sense of really existing, functioning such that it can be seen performing its functions, rather than tucked safely away behind a menu or hidden deep within the ship. One way this could be applied to the shield system is by associating shield faces with stabilization emitters, simple little devices placed upon the hull of the ship that conspire to emit an interference pattern which facilitates the movement of energy through the shield system while allowing it to retain its effective shape \u2013 all of which is to say that doing damage to an emitter would reduce the health of its shield face, making angle of attack even more important than it already is.\n\nBut as long as there\u2019s this snazzy lore for how shields work, why not push it further? Imagine managing shields that behave like a fluid dynamics system, into which you can send impulses to move that energy around, taking a very active role in manipulating even those emitters directly, compensating for damage or preparing for the next onslaught in ways that go well beyond anything your pilot will even understand is happening. Now, while that may not be the direction we end up going at all, it does begin to illustrate the main goal to make these systems deep and involving and proactive.\n\nThere could be a Shield Pulse subsystem, in which you sacrifice a great deal of the power sustaining your shields in order to build up a charge, one which will significantly boost those shields for a short time when you release that energy again. This charge-up would gradually increase heat and power signature, making it a balance game for anyone using this to get the upper hand in an ambush before they give themselves away, and the charge could be built up in stages, giving the ambushee the chance to push their shields every time they can break line of sight for a few moments.\n\nWe could have a Direct Projection Mode, which takes all of your shield faces and merges them down into only one \u2013 leaving you exposed to attacks from all other directions, but strengthening the health and regeneration of the remaining face beyond even the total health you might normally get (energy fields reinforcing each other, you understand). Then the shield operator could aim this singular shield face directly, taking a very hands-on approach to damage mitigation, making a well-oiled machine of a team into a true force to be reckoned with.\n\nAnd all of that is great, and it\u2019s territory ripe for exploration, but the core of shields (and of SC as a whole) remains in carving out your own experience. Each of these features is designed to layer atop the next, providing a deeper experience to those who seek it while those interested in other things get the tools to have fun without it.\n\nAs with any design post, this article represents our current thinking for the systems covered. All content is subject to change as a result of testing. The numbers provided here represent data that is current as of publication, but which will likely be altered in a number of ways before launch to create the best possible Star Citizen experience."},"links_count":0,"comment_count":311,"created_at":"2015-02-07T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-04-28 06:33:05","valid_relations":["images","links","translations"],"prev_id":14488,"next_id":14490}}