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Post by johnshaft on Oct 3, 2013 2:30:28 GMT
I have a question about shields (the physical, hang on your arm kind, in case there is more than one kind). Would they be crafted by the Allied Clans Craft Armor skill? If so, would the shield be built the same way, and have the same specs, as a piece of armor?
Thanks!
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 3, 2013 2:49:55 GMT
They would be crafted by a Unity script - While armor is closely associated with the Allied Clans, a character can be from any of the other nations and still have ranks in the principle of Unity. Also, when your character first enters the game, you can use some of your starting resources to bring shields or other items into the game (instead of them needing to be crafted first).
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Post by johnshaft on Oct 3, 2013 3:09:56 GMT
As a non-armor item, would that indicate that the shield could be made tougher than armor?
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Runt
Rhianna's Promise
Universities Scholar
Posts: 37
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Post by Runt on Oct 3, 2013 22:06:28 GMT
I haven't done a lot with Unity items and scripts but, as I understand it, shields aren't necessary limited in the same way as armor (that is, by the prop being used), but they are treated much the same way as far as how 'tough' they are (at least, at this point in the game).
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 5, 2013 2:50:14 GMT
Shields interpose in a way that armor doesn't. Shields can be used to block melee strikes, nerf darts and nerf discs. Armor cannot. Also, nothing can block nerf balls or rockets, which cost more resources to use. Armor is ablative, removing damage off the top of heavy hits. Near as I can tell, no tag is required to block with a shield. The reason to have a tag for armor (Reduce script) is that reducing a numeric damage value is something we need a rules abstraction for. Since a shield physically blocks a weapon from hitting you at all, there's no reason to pile extra rules on it. beyondtheaether.com/uploads/2/8/8/2/2882895/bta_rulebook_1.0.pdfsearch terms: 'blockable' and 'reduction'
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Post by johnshaft on Oct 5, 2013 5:02:01 GMT
Thanks for the clarification, Mole!
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 5, 2013 11:01:43 GMT
Like any prop, shields can be crafted items, and have enhancements. This will be good when someone invents a Resist Enhancement to go on a crafted object (shields would be an appropriate prop for that enhancement). But they don't deliver Reduce; that's armor.
Enhancements are like modules that you clip onto other items, and are higher level scripts than normal.
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Post by johnshaft on Oct 5, 2013 15:52:55 GMT
So an enhancement might make a shield invulnerable to "Shatter", or even enable it to block missiles, for example?
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Post by Kirsten on Oct 7, 2013 0:03:29 GMT
I think the answer is possibly in the future. As far as I know those Scripts (powers) don't exist yet but it might be a great direction for your character to investigate.
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Post by johnshaft on Oct 7, 2013 1:23:43 GMT
Kirsten: Right, I wasn't thinking now, but just understanding the direction it could go down the line. Thanks for the info.
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 7, 2013 2:38:47 GMT
That is possible, but as far as public knowledge is concerned, does not yet exist.
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Post by btavorvick on Oct 7, 2013 20:59:49 GMT
Actually, some clarifications:
First of all, shields are unable to be used as weapons, through bashing or otherwise. You cannot wield a shield and use it to strike or deal damage to someone. The only system I'm aware of that allows that in the Pacific Northwest is Westlands, and they will be an interesting test case to see how that goes.
Shields do have to be crafted item tagged, though, through use of the Craft Shield script. While not revealing what the script does, it does provide a specific and useful benefit for higher Quality shields.
You are right about one very important fact, Feygon: shields are not ablative. Unlike armor, repeated strikes to a shield will not damage or degrade it. This is very important when being hit with high damage calls or blocking multiple bullets. However , a Shatter call will destroy a shield tag and completely disable it's ability to block.
Finally, there are physical rules regarding the construction of shields which will be posted soon. The primary goal is safety. To that end, we require building or buying shields that are constructed out of foam, latex, or other safe materials. There are still some cool artistic tricks that can be done with their appearance which I will be happy to show. All shields must be checked for safety just like weapons and will fail if not sufficiently safe.
Thanks all! Keep up the brainstorming about how to use shields in this game. They are a powerful tool and we want to see them shine!
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Post by johnshaft on Oct 7, 2013 23:37:33 GMT
Well, if I make an entirely foam shield covered in latex, will that likely pass muster?
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Post by btavorvick on Oct 7, 2013 23:43:44 GMT
Almost certainly! Major things that we are looking not to have on shields are protruding objects, unpadded edges, sharp pieces of hardware, etc. it's very likely that a foam and latex shield will pass safety easily. I won't make any promises, as everything needs to be checked in person, but that sounds like it will work.
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mole
Atherkellia
Posts: 42
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Post by mole on Oct 8, 2013 2:11:50 GMT
I don't see 'no shield bashing' in the version 1.0 rules. Maybe we should get a later version of the rules onto the web site if that's a safety concern. The physical construction of weapons includes things like axes, with broad surfaces useful for blocking weapons fire. However, the functional difference between an axe useful for blocking and a shield of the same size, is that you still swing an axe, whereas you put body-weight behind a shield bash with a flat surface -- so I understand not allowing that.
However, since anything that functionally blocks swords, darts, & discs successfully blocks it, how is a shield tag anything more than a tool tag (albeit on a prop with a large surface area)?
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