Purpose: Shields are made in order to give tge warframe utility, survivability and (mainly) buffing ranged options at the cost of replacing your melee weapon
Acquisition: Shields are built much like zaws in teshin,parts for the shields (as well as shield specific mods) can drop from any steel path enemy, with heavy units having a larger drop chance, these drops are independent from regular unit drops (so killing a steel path heavy gunner can potentially drop a gorgon bp, bane of grineer, a shield part and a shield mod), parts are also sold by teshin and 2 mods cycle randomly every week
Mechanics: Shields are equipped (active) while aiming while using weapons that can be used while holding weapons that can normally hold data masses (as well as spearguns cause they deserve it) giving maximum buffs and blocking projectiles in a 170° angle, while unequipped (passive) they give reduced buffs and blocking damage in a 170° angle, rotated by 90° degrees left (where the shield is resting, similarly to how current shields rest)
Shields have health similar to objects, the shield breaks after it reaches 0 hp and comes back after 20 seconds, while broken you receive the same buffs as if it were unequipped
Shields can also do an attack that sends a sockwave affecting all enemies in a 90° angle, this attack depends on the shield core
Shields have a modding interface similar to warframes, having 8 slots, 1 stance slot and 1 exilus slot, all shield specific mods can go into either exilus or a normal slot
Buffs affect all weapons (except exalted), including archguns
Buffs will be explained down bellow
Arcanes dont affect shields
Parts:
Plating (yes already used by railjack but i cant think of another name): provides health to the shield and effects link (both active and passive) power and core (attack) range
Part 1) 3000 shield hp, -20% link power +10% core range
Part 2) 2000 shield hp, unaffected link power, unaffected core range
Part 3) 1250 shield hp, +15% link power, -10% core range
Core: affects the attack of the shield as well as the passive (unequipped) power of the link
Part 1) 3m impact proc, 7 sec cooldown, +20% base link power
Part 2) 5m impact proc and stagger, 7 sec cooldown, unaffected link power
Part 3) 8m electric proc with guaranteed stun animation, 8 sec cooldown, -10% link power
Link Circuit: provides the stats (while active) to the shield that effect the weapons
Part 1) 30 Crit chance 10 Status chance
Part 2) 10 crit chance 30 status chance
Part 3) 20 crit chance 20 status chance
(And imagine a bunch more link circuit parts)
Link provider: affects the active link power, and provides the passive link modifier
Part 1) +30% link power, 10% passive link power (so a part 1 link circuit with a part 1 provider would have 3 crit chance 1 status chance while passive)
Part 2) +10% link power, 15% passive link power
Part 3) unaffected link power, 20% passive link power
Part 4) -20% link power, 35% passive link power
Shield health: Shield health is affected by damage mods equipped on the shield using the same formula as normal damage (but all elements give the same ammount of hp without any modifiers) all damage mods have double effectiveness, attack speed affects the time it takes for the shield to respawn up to a minimum of 10 secs
Buffs: Crit chance and status chance mods affect the shield cc and sc the shield then applies those stats on the weapons (with different power depending on active/passive and parts) as mods, so if your shield has 100% crit chance and 60% status chance, that would be like adding a 100% crit chance and 60% status chance mod to all weapons when active, and the appropriate ammount when passive
Mods: shield specific mods, for the sake of my sanity no names are given, even tho i could
Stances:
1) Increase shield health by 250%, remove the attack
2) increase attack range by 200% (so 7m becomes 21m, double the cooldown
3) upgrade the attack to the next part, part 3 upgrades to applying the lift effect
4) increase active link power by 20%, decrease passive link power by 10% (base)
Exilus:
1) increase rifle damage by 20% base, all rifles now shoot projectiles
2) decrease shotgun spread by 50%, decrease base multishot by 50% and increase pellet damage by 150%
3) arrows are all made of energy, remove reload time, convert 20% of base damage into electic, slightly faster base projectile speed
3) crossbows shoot 3 bolts at a time (much like a horizontal cernos prime) and consume 3 ammo per shot
4) sniper bullets are converted to energy, 20% base damage is converted to electric, snipers have a charge mechanic like phantasma, you can charge multiple bullets to increase the damage, the projectile acts like a lanka shotand gets 20% base status chance with each bullet "charged"
5) launchers have 50% reduced base aoe and 200% more base damage (this also applies on secondary launchers)
6) spearguns return 10 secs after being thrown, speargun throws have infinite enemy punch through and deal 300% base damage on direct impact, the base shot has a 50% chance to not consume ammo
7) arm cannons gain ammo with each kill, +100% base magazine capacity
8) increase base single secondary damage by 25%, all single secondaries shoot projectiles, +30% reload speed
9) twin secondaries now shoot energy projectiles, convert 20% damage to electricity, have a recharge mechanic similar to pax charge
10) beam weapons build up base heat while doing damage up to 100% (additional heat) resets upon reloading (applies to both primary and secondary beam weapons)
11) increase base archgun ammo by 200%, can no longer recover ammo while equipped, increase base damage by 25% and base projectile speed
12) increase base passive shield buffs by 40%, can no longer provide active buffs
God this took way more to type than expected