Fanfic Writers’ Support Group
#5876
Posté 04 janvier 2013 - 07:05
As far as protection from biotics, I just use my personal logic on that one. I think throw, warp, reave, etc. would have to collapse the shield first. A biotic charge would hit it like any other impact, etc... A kinetic shield is a personal mass effect field, and biotics create various mass effect-based effects, so there is some logic that a shield would offer protection from biotic effects. As for the biotic explosion potential, I guess shields/barriers are just a lot more stable than detonatable effects like singularities, warp fields, etc. But since my story is based on the game, I try not to contradict the established workings of the games any more than I feel I absolutely have to.
But for large amounts of force, yes... I've written several scenes in my fic where an explosion or powerful attack shatters the shield and knocks the character flat in a single shot. I've noticed that while there are "stagger" mechanics in the game, there is no "knockdown" for players to suffer. So on that one, I've taken artistic liberties again with the amount of force transferred.
#5877
Posté 04 janvier 2013 - 09:00
It's good to know that it wouldn't be too far-fetched to take it one step further.
(And to clarify, the biotic explosion thing was a joke
#5878
Posté 04 janvier 2013 - 09:38
Also, I wonder why the game have bioitcs project their own field, since well, I think paying the thousand or whtever credits is a better idea than exhaust themselves doing it manaully. Just some silly game mechanic, I guess to make biotics different. And as for ME2, I don't figure why higher-ranking eclipse mercs would prime themselves for BEs instead of buying kinetic shielding equipment.
All in all, kinetic shields had an upgrade between ME1 and 2 they failed to explain in lore, or to make sense. In RP or fanfics, I would at least just use ME1's canon.
Biotic barriers are a constat field, and I'd think a strong one would be able to project against melée and heat. They should supplement kinetic shielding, not replace it. Also, advanced biotics could extend it to make a wall or sphere. Think Omega DLC asari or Priority:Thessia asari now, not MP justicars. SP > MP in canon matters, after all.
#5879
Posté 04 janvier 2013 - 11:36
Melee attacks move slowly enough not to trigger the barrier.Gisle-Aune wrote...
I doubt shields can protect against melée attacks, since ME3 fails to explain that one.
Also, I wonder why the game have bioitcs project their own field, since well, I think paying the thousand or whtever credits is a better idea than exhaust themselves doing it manaully. Just some silly game mechanic, I guess to make biotics different.
And I can only assume that trying to use both forms of barrier simultaneously causes some conflict (as we've already established, kinetic barriers can block biotic effects) and that naturally-attuned biotics like asari don't find it such a strain. Going one further, perhaps it helps prime/boost other biotic usage. Obviously, it's nothing more than game mechanics, but if you want to try and make something from it...
#5880
Posté 04 janvier 2013 - 01:26
Biotic barriers are something different. That field is emitted costantly, and if it can block out bugs in the SM, I assume a well-made field from a skilled biotic can keep melee away too. I think I've seen the barrier bubble on Priority:Thessia be assaulted by a brute and deflict melee. About letting a friendly inside, I'd assume a skilled biotic might be able to weaken the barrier temporarily to let a humanoid inside.
I'm not a fanfic writer, but this is about the only thread on BSN a good lore discussion can be had. I RP, though, so it is relevant to me.
Modifié par Gisle-Aune, 04 janvier 2013 - 02:37 .
#5881
Posté 04 janvier 2013 - 09:29
As for the Biotic Explosions and shields, I believe that was meant as a joke. I only mentioned it because as you said, not every mass effect field created by biotics reacts negatively to every biotic effect.
#5882
Posté 04 janvier 2013 - 09:40
#5883
Posté 04 janvier 2013 - 09:47
"These shields safely deflect small objects traveling at rapid velocities. This affords protection from bullets and other dangerous projectiles. (...) The shielding afforded by kinetic barriers does not protect against extremes of temperature, toxins, or radiation. "
A fist or or a heavy slower moving melee like the brute's isn't what I'd call a small projectile moving at a rapid velocity. Fire and the drug in ME2 is also blocked by shields, when the codex explicitly says otherwise.
#5884
Posté 05 janvier 2013 - 01:17
Ignis Mors wrote...
I've got a question about the defenses in ME, why do people wear bulky metal armor when it's probable that they would have found a way to make massively stronger versions of Kevlar?
Actually, the armor in ME isn't metal. According to the codex, it consists of a fabric armor weave with kinetic padding over flexible portions of the body, and reinforced sheets of ablative ceramic over parts that don't bend, like the chest, shins, forearms, etc.
So the bulkiest suits of armor would have more layers of reinforced ceramic and would still be a bit heavier, but overall, ME armor would be far lighter than metal armor.
As for barriers and melee attacks, true a fist isn't exactly small, but I tend to lean more toward gameplay on this one than the codex. I think the word 'small' was used in the codex without thinking about it. I mean, if you're going to develop a system of shielding to protect against dangerous attacks like bullets and projectiles, why wouldn't you optimize it to deflect blades, bludgeons and physical attacks as well? I think they used the word 'small' just to clarify that shields wouldn't deflect a falling boulder or a large missile. But a properly thrown punch or a weapon swung with the intent to injure still moves pretty fast, so the threshold could be set at a point to help deflect them. I believe a strike from a trained athelete like a boxer is capable of exceeding 50mph. I'm sure anyone trained in combat would have similar striking speed.
And the armor in ME2 didn't protect against the drug as I'm aware. If I recall, there was a separate bar when you were standing in the cloud that built up until you started suffering damage from exposure. If it drained shields once you exceeded exposure (I don't know if it did, I never stood in it long enough to find out for fear that it would go straight to critical mission failure) then I blame that on the game mechanics rather than any attempt to suggest shields defend against toxins. To my knowledge, the game wasn't set up to allow you to suffer health damage before losing shields.
I suppose the same could be said for your shields absorbing melee attacks, but I still maintain that shields would be optimized to defend against as many forms of danger as possible, including hand-to-hand and melee assaults. Arguments can certainly be made against my view, but as was discussed here recently, the codex has a few more contradictory bits of information than would be ideal.
Edit: For spelling.
Modifié par Drussius, 05 janvier 2013 - 01:19 .
#5885
Posté 05 janvier 2013 - 03:54
#5886
Posté 05 janvier 2013 - 05:22
#5887
Posté 05 janvier 2013 - 05:23
Thanks for the explanation on the armor, Drussius. It bugged me because I watch a lot of the military channel and it said that metals weren't used in protective armor as a main material because it was too heavy. And, I was thinking that it would be even more important in the ME universe than in ours.Drussius wrote...
Ignis Mors wrote...
I've got a question about the defenses in ME, why do people wear bulky metal armor when it's probable that they would have found a way to make massively stronger versions of Kevlar?
Actually, the armor in ME isn't metal. According to the codex, it consists of a fabric armor weave with kinetic padding over flexible portions of the body, and reinforced sheets of ablative ceramic over parts that don't bend, like the chest, shins, forearms, etc.
So the bulkiest suits of armor would have more layers of reinforced ceramic and would still be a bit heavier, but overall, ME armor would be far lighter than metal armor.
As for barriers and melee attacks, true a fist isn't exactly small, but I tend to lean more toward gameplay on this one than the codex. I think the word 'small' was used in the codex without thinking about it. I mean, if you're going to develop a system of shielding to protect against dangerous attacks like bullets and projectiles, why wouldn't you optimize it to deflect blades, bludgeons and physical attacks as well? I think they used the word 'small' just to clarify that shields wouldn't deflect a falling boulder or a large missile. But a properly thrown punch or a weapon swung with the intent to injure still moves pretty fast, so the threshold could be set at a point to help deflect them. I believe a strike from a trained athelete like a boxer is capable of exceeding 50mph. I'm sure anyone trained in combat would have similar striking speed.
And the armor in ME2 didn't protect against the drug as I'm aware. If I recall, there was a separate bar when you were standing in the cloud that built up until you started suffering damage from exposure. If it drained shields once you exceeded exposure (I don't know if it did, I never stood in it long enough to find out for fear that it would go straight to critical mission failure) then I blame that on the game mechanics rather than any attempt to suggest shields defend against toxins. To my knowledge, the game wasn't set up to allow you to suffer health damage before losing shields.
I suppose the same could be said for your shields absorbing melee attacks, but I still maintain that shields would be optimized to defend against as many forms of danger as possible, including hand-to-hand and melee assaults. Arguments can certainly be made against my view, but as was discussed here recently, the codex has a few more contradictory bits of information than would be ideal.
Edit: For spelling.
EDIT. I'm not sure. With their tech it could be small and lightweight, but, the armor may just be made from materials that react to different temperature extremes so that it is more comfortable. Also, I'd say they don't use the tech like that, because of the way the hostile environments that were hot and cold worked in ME1. They just took a while to get you dead. And, on the subject of the chemicals, it was mechanically necessary for it to affect your shields first. It wasn't like 1 or 3 where you could see both your health and shields at the same time.
Modifié par Ignis Mors, 05 janvier 2013 - 05:32 .
#5888
Posté 05 janvier 2013 - 05:58
I was more thinking of uncomfortable temps like -20*C and 40*C rather than hazardous temperatures when I said that. I should have specified that; sorry.
#5889
Posté 05 janvier 2013 - 06:01
It's fairly obvious from the missions that the hard suit (with helmet) CAN function as a viable space suit, at least for limited amounts of time, since they operate in vacuum on occasion.. It would have to be able to regulate temperature to fulfill that function, and more importantly air pressure within the suit. Space suits operate at low presures relative to sea level to allow for mobility, for example, though clearly materials science in ME is far more advanced than in our world given how thin and flexible the suits are.Spiritwolf1 wrote...
Ok hears another question, does the armour regulate body heat and temperature, cause I noticed the crew wears only the armour and elmet in all harsh climates. Would it cool them down as needed as well as keep them warm?
Also, getting RID of heat is the objective of a space suit, more than conserving it. Space may be very "cold", but there's nothing in vacuum to transmit the heat away efficiently. Obviously in non-vaccum environments keeping warm might be of greater concern. Real spacesuits are capable of fulfilling both functions. I don't see why a suit would not perform similar functions in hostile environments or harsh climates, given that ME suits are worn in all environments.
However, ME space suits might actually have some problems with keeping warm. The reason is that ME suits (at least of the human variety) may only pressurize the helmet, and maintain pressure via elasticity of the webbing on the rest of the body, in which case cooling would be a more natural process than in the thick multi-layer suits of reality. This may explain why in ME2 all the leaks occur only around the neckline or at the (presumed location) of the air purification unit on Shepard's back, despite the entire suit having suffered exposure to a massive explosion.
Obviously this is all rampant speculation, but I hope it helps you with your question.
#5890
Posté 05 janvier 2013 - 07:36
Gisle-Aune wrote...
Along with why snipers and pistols use different heat sinks, when a universal design would be far better when one need to adapt to a situation.
I've heard several people make this point. But sniper rifles and other weapons all use the same heat sink. Heat sinks are universal, according to the codex. Any heat sink can snap into any weapon.
The difference is the heat generated by the weapon, not the sink. Just like in ME1, if you fired your sniper rifle twice in rapid succession, it overheated. Shotguns you could shoot three or four times. Assault rifles and pistols, a ton more. Same thing applies after the development of the thermal clips. Sniper rifles just generate a ton more heat than less powerful weapons because of the increased length, projectile power, and so forth.
Edit: I do understand why people get confused though. Because Bioware screwed up their implementation by having each weapon use a separate supply, when all of the weapons your character carries should have drawn from the same store of thermal clips. Just thought I'd add that, since it's another codex vs. gameplay error. The codex says clips share a universal design, but the game tells you your rifle is out of ammo when you still have 9 clips worth of shots with your pistol. If they're universal, you should be able to interchange them freely.
Modifié par Drussius, 05 janvier 2013 - 07:51 .
#5891
Posté 05 janvier 2013 - 10:42
I see the logic and what gameplay suggests. Exceptions would be things like phantom/banshee/brute sync kills that ignore shields (but that could be assumed a very powerful force focused one on point) and cutscenes (which can be less reliable due to being cutscenes...) Of course, you could argue that melee should affect shields because it would be weird in gameplay terms (and upset players) if it did bypass them.Drussius wrote...
As for barriers and melee attacks, true a fist isn't exactly small, but I tend to lean more toward gameplay on this one than the codex. I think the word 'small' was used in the codex without thinking about it. I mean, if you're going to develop a system of shielding to protect against dangerous attacks like bullets and projectiles, why wouldn't you optimize it to deflect blades, bludgeons and physical attacks as well? I think they used the word 'small' just to clarify that shields wouldn't deflect a falling boulder or a large missile. But a properly thrown punch or a weapon swung with the intent to injure still moves pretty fast, so the threshold could be set at a point to help deflect them. I believe a strike from a trained athelete like a boxer is capable of exceeding 50mph. I'm sure anyone trained in combat would have similar striking speed.
Plus, I could see why perhaps the speed 'threshold' at the low end might be higher, simply because of certain actions a user may need to perform themselves; things that would operate at a similar speed to a thrown punch. Snapping a thermal clip into a weapon or just trying to grab things might cause problems if done too quickly.
I'm not really 100% either way, but it can be handy to pick it apart and analyse it.
#5892
Posté 06 janvier 2013 - 03:06
I personally say go with whatever best serves the story. I really wouldn't criticize a writer for going either way in their story.
#5893
Posté 06 janvier 2013 - 03:48
The point is, it's made-up science. It needs to make logical sense because sci-fi readers generally expect that, but it doesn't have to make "real" scientific sense. You can make up any reasons or mechanisms that you like.
#5894
Posté 06 janvier 2013 - 04:50
Lilivati wrote...
There was also something about lasguns + shields = nuclear explosion, but it's been awhile and I'm hazy on the details.
You got it right.
Modifié par Obsidian Gryphon, 06 janvier 2013 - 04:51 .
#5895
Posté 06 janvier 2013 - 05:43
#5896
Posté 06 janvier 2013 - 06:31
I'm not saying people should follow one set rule.Drussius wrote...
I personally say go with whatever best serves the story. I really wouldn't criticize a writer for going either way in their story.
I was looking for input from others (which I got. Thanks!), and it does seem like you could work it either way.
#5897
Posté 06 janvier 2013 - 07:03
Lilivati wrote...
Ok, I don't want to derail the thread, but am I alone in having to stop myself from calling thresher maws sandworms at least half the time? Every time I mention Akuze in my fic I have to double-check everything. >_<
You might be. These two creatures are as different as cheese is from chalk.
For me, Shai-hulud / Shaitan / Great Maker is god-like. Thrasher Maws are irritating creatures.
#5898
Posté 06 janvier 2013 - 07:51
I disagree. Sure, the fremen hold them in high regard, but there weren't that many sandworms that actually demonstrated godlike qualities. XD Otherwise they just seem to cause a lot of trouble and share a number of the same, hmm, sensitivities as thresher maws.Obsidian Gryphon wrote...
Lilivati wrote...
Ok, I don't want to derail the thread, but am I alone in having to stop myself from calling thresher maws sandworms at least half the time? Every time I mention Akuze in my fic I have to double-check everything. >_<
You might be. These two creatures are as different as cheese is from chalk.
For me, Shai-hulud / Shaitan / Great Maker is god-like. Thrasher Maws are irritating creatures.
#5899
Posté 06 janvier 2013 - 11:42
Again, I'm not an expert on Samara; but I do definitely believe that she is 800 years plus and is as powerful as an ordinary Matriarch as a Justicar (if that makes any sense?). I don't claim to be an expert here.
Alas, I've only got dial-up connection where I am (about 56kb)
Personally I don't like to have biotic Shepards because I think it's good for other characters to fill this role - and I've also noticed in cutscenes how Shepard doesn't use biotics even when he/she has, most notably in the Grissom Academy cutscenes when Shepard attempts to break the glass with the butt of an assault rifle and Jack uses her biotics to smash the glass.
I've noticed that a lot of cutscenes in ME3 could've differed if Shepard had been recorded as a biotic for the scenes. Personally I don't like to have Shepard as a biotic because I don't like to have her/him as brilliant as everything.
I would love to hear about other people's perspectives on this. Do other people have biotic Shepard's from ME1?
#5900
Posté 06 janvier 2013 - 11:43
http://www.fanfictio...ilitation-Redux





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