Shield regen nerf

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    You know how when the shield regen of a vessel is higher than your weapons damage? Then you know that it ends up doing nothing at all, I simply think that shields should when damaged in combat require a reboot to regen, This isnt OP it just balances things out and if a big ship doesnt have the necessary defenses it could get destroyed by a FIGHTER!! im not overestimating, Such a large ship would only need a few small anti-fighter turrets to defend itself, Damage to shields should add up rather than depend on the enemy weapon being bigger.
     
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    You realise when a ship is under fire, shield regen drops to like 1-10% of it's maximum, right?
     
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    And that isn't a problem.
    Actually, It would be better if in combat any weapon could wear down shields if allowed the time to do so, Besides its not a major change as long as you put fast turrets on your titans to destroy fighters before they can.
     
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    If you want a smaller ship to take out a larger one, make it a glass cannon. (high damage output, minimum defense) You'll find that a high alpha can take out lots of shielding in a single blow. This can put a huge dent in a much larger ships defenses if done right.
     
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    If you want a smaller ship to take out a larger one, make it a glass cannon. (high damage output, minimum defense) You'll find that a high alpha can take out lots of shielding in a single blow. This can put a huge dent in a much larger ships defenses if done right.
    I know that but wouldnt it be more interesting if you could attack a larger ship head on with a small one and as long as you dodge the enemy fire you can keep wearing away the shields until you can destroy the hull.
     
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    What does it matter?

    If you can't even overcome the infight shield regen you won't ever be able to destroy enough blocks to have any effect whatsoever due to the new hp system.
     

    Winterhome

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    We are not Luke Skywalker.

    We do not have magic powers to destroy a Death Star with a fighter carried weapon.
     
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    A while back, the game was like this. Under fire, shields would not regenerate. It was changed to stop this.
     
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    We are not Luke Skywalker.

    We do not have magic powers to destroy a Death Star with a fighter carried weapon.
    I dont mean magic powers, I personally believe anything is possible, Just the chances of it happening are astronomical, a tiny fighter engaging a death star would be destroyed in seconds, But what damage the fighter does should add up.
     
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    No. Don't be an idiot. Get more players to man more Fighters, or use Drones. Period.
     

    therimmer96

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    Agreed. big ships are useful for there damage rate but small ships should be the enemy of such a thing.
    And they are. Drones are proven to be capable of taking down ships 8x the mass
     

    therimmer96

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    Yes but they should be able to take on even bigger enemys
    No, they shouldn't. You just don't want to get shreked in your battle trike everytime you find a titan.
     

    Criss

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    As someone that has played many a space game, not once have I encountered a situation where a small fighter was able to take on something larger just due to it draining shields over an extended period of time. It is entirely impractical to do so even if it is possible. Bring a bigger ship.
     
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    Yes but they should be able to take on even bigger enemys
    Oh lord. Please no....

    Drones are more effective than any ship if you look at cost efficiency. As stated they can take on a ship multiple times their own size. The only thing that keeps them from going ham is that they are ardous to handle (pretty much one time usage) which might even change in the future with improved ai.


    What makes you think that small ships are underpowered?

    Are you annoyed and frustrated that you are being destroyed by huge ships?

    Would it be more fun if you would be destroyed by a swarm of drones in an instant rather than by one single ship?



    Think of it this way. Drones are currently able to destroy vessels 8 times their mass. Do you even realize how enormous just that is?
    Somebody might have taken 16 hours for gathering ressources to build a titan. Now someone else destroys it with drones equivalent to 2 hours ressource farming.

    A few guys might gang up on a titan multiple times their combined mass and be able to bring it down.

    But a bigger ship naturally has the edge over a smaller ship.
    And thats perfectly fine since it has to justify its costs.
    Just as more ressources are more valueable than less ressources.

    However just as in the examples above one might overcome a difference in ship sizes in a battle through positioning/better ship design or good positioning, but only up to a certain point.
    You need at most about 1/10 of a ships mass to overcome its shield regen and thats an enormous difference.

    It seems you are actually looking for a classic dogfighting game where you fight on equal ground.

    Starmade is way more complex than that and will always have uneven battles just because it has an economy.
     

    Jaaskinal

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    There are not more than five main systems, yet combinations of these five give rise to more strategies than can ever be used. The interaction of these systems with everything else is what makes a ship, weapons are all slightly different, and most require different combinations of the five systems to unlock their true potentials.
    This would take away 40% of all combination choices, because it not only limits choices on shield regeneration, but it limits the choice on shield capacity; by having no regeneration in combat, if both sides are using the same weapons and the same power regeneration, power capacity, and thrust, the one who elected to bring less shield capacity to battle will always lose. That's absolutely ridiculous, in the current meta, DPS weapons like cannons and beams lose efficiency on targets with high regeneration. Alpha weapons like missiles gain efficiency on high regeneration targets. DPS weapons gain efficiency on high capacity targets and Alpha weapons lose efficiency. Right now, you can choose to use hard counters against enemy ships if you know what they're using, and even if you're a bit smaller, you have a chance at overcoming your disadvantage.
    One enemy of my faction right now is the reason why I believe the five systems to be a great idea. Before we encountered them, I thought you should always have DPS or Alpha, and while that's true to an extent, and affects your choice in power capacity vs power regeneration, it's not the whole story. We had been using DPS ships, because we were able to get a high enough capacity that Alpha weapons had trouble killing us, we thought we had found the perfect hard counter to anything that could be thrown at us. Then we found them, they had practically no shield capacity. They had practically no power regeneration. They kicked our teeth in the first time we fought. They did it by having high regeneration, and by tanking damage with their hull. Every time we shot them, we dropped their shields, and in less than a second, their shields were back up. They found our hard counter, not by using a bigger alpha gun to defeat our shields, but by using a smarter shield layout to render our weapons useless.
    Shield regeneration is an important choice in ship building.