Oh sure, "Hey I'm about to attack you, do you mind if I edit your ship and remove your shields because otherwise you are too tanky"So
take them out BEFORE you attack someone lol
I am 100% sure you failed to understand what I was saying.
Oh sure, "Hey I'm about to attack you, do you mind if I edit your ship and remove your shields because otherwise you are too tanky"So
take them out BEFORE you attack someone lol
Oh sure, "Hey I'm about to attack you, do you mind if I edit your ship and remove your shields because otherwise you are too tanky"
I am 100% sure you failed to understand what I was saying.
You do not need to degrade to insulting me, I am not being dense, you missed my entire point, I said...No, you're being dense. Of course you're not going to edit ships on the fucking spot in combat. You build them smarter to start with so that you're not reliant upon the easy-win button that is shield spam. I'm talking about a theoretical situation where shields drew power even while up. I have no idea what you're going on about.
You cannot strip the shields out of a ship you are fighting, everybody will pack their ships with as many shields as they can. Will adding a constant power requirement to shields help this issue? Yes. Will this one change also affect the balance of every other aspect of the game that uses power? Yes. If shields required power all the other defensive options are now thrown out the window because power management becomes a nightmare as well as thrust and weapons. Adding power requirement to shields means a complete rebalance of the power system.
The current system is shit tho. That's why I'm saying it needs an entire revampProblem: Packing ships full of shields creates hard to kill tank ships
Solution: Add power requirement to stop players from just spamming shields
Problem: Added Power consumption throws off balance of entire current system
Even worse is my big ships cannot kill small ships with their turrets, the AI just circles me forever.I don't have any ship right now that could kill the same ship in a reasonable amount of time (or at all)...
I just think this is wrong, a single missile + pulse block does now 900 damage, add a ion effect and you would have 1800 shield damage all 1.5 minutes, but this does not take in account that the weapon system consists of more than one block (vs the one shield block this seems to be balanced against) and ships usually have many more shield blocks (because they are a perfect filler) than weapon blocks.They were set to handle a bit over 1 minute 30 seconds of weapon fire from equivilantly sized weapon systems,
this was meant to prevent the exploit of starting a battle off by simple nuking the target with missile/pulse combos (since these are set on a 1.5 minute cooldown and do 450 damage, 110% of that is 495)
Not to mention it is easy to fit shields into every nook and crany of a ship, while weapons need some kind of smart design. While slaves and effects can be anywhere the master has to be built with all blocks touching and this will limit it's size. I doubt very many ships will have a 1:1 weapon to shield ratio so balancing with this in mind is not the best approach. I'll have to do a quarry and see what the weapon to shield ratios are on some of my ships.To quote Calbiri:
I just think this is wrong, a single missile + pulse block does now 900 damage, add a ion effect and you would have 1800 shield damage all 1.5 minutes, but this does not take in account that the weapon system consists of more than one block (vs the one shield block this seems to be balanced against) and ships usually have many more shield blocks (because they are a perfect filler) than weapon blocks.
You would need a very specialized shield buster torpedo boat to actually use this "exploit" (i would also not think of this as an exploit, that would be a viable high risk high reward tactic).
I know the regen is what is currently causing ship invincibility but do you think people are just going to stop putting shields in once they hit a 1:1 ratio? No, everybody will still spam those little buggers like there is no tomorrow up until the point where they choke their regen while charging, then they may delete some and add more power. This still leads to a situation where balancing the shields with a 1:1 ratio in mind is a bad idea.People, PEOPLEEEEEEEEE!!!!!!
Shield regen is F****** BUGGED AT THE MOMENT. That's why ships are indestructible, because they can simply tank and regenerate ALL THE DAMAGE that is being inflicted to them.
An other reason this is happening is because everyone is using OLD ships, which usually had a much higher shield to weapon ratio than the inverse. Now you'd ideally want to have close to 1/1 weapon/shield ratios on your ships.
To sum it up, make new ships or refit the old ones instead of saying that your old configuration is imbalanced. Which isn't really the case to be honest since that tanky ship won't be able to kill me either.
Ok, they can do that if they want. I'd like for them to keep in mind that they won't even be able to move once I scratch them and their power drops to zero. As I said, just cram your slave/effect systems there instead.I know the regen is what is currently causing ship invincibility but do you think people are just going to stop putting shields in once they hit a 1:1 ratio? No, everybody will still spam those little buggers like there is no tomorrow up until the point where they choke their regen while charging, then they may delete some and add more power. This still leads to a situation where balancing the shields with a 1:1 ratio in mind is a bad idea.
I build ships with full interiors, this means I have to designate zones for systems such as weapons, shields get mashed in everywhere else. So far my ships have been very well balanced but this new idea of having a 1:1 shield to weapon ratio means my ships probably don't have enough guns to be effective against themselves.
How is wanting the most defence possible a bad habit? It's a sandbox game and should balance itself to the widest array of possibilities. Being balanced for everybody is impossible but balancing for an idealized group that may not even exist is "a bad idea"Ok, they can do that if they want. I'd like for them to keep in mind that they won't even be able to move once I scratch them and their power drops to zero. As I said, just cram your slave/effect systems there instead.
Is your argument that the game should be balanced on people's bad building habits?
Honestly? No, i don't want that.People, PEOPLEEEEEEEEE!!!!!!
....Now you'd ideally want to have close to 1/1 weapon/shield ratios on your ships.
....
Now is the best time to make the big changes - exactly because most ships have to be refitted anyway.I think that would really screw over some ship designs though, I'd basically have to scrap all my interiors to add power or my ships will be really under shielded compared to others.
Filling up with hulls... like that will happen.Seriously, no one is forcing you to fill up your ship with shields! If you're not satisfied just fill it up with hull, idk. Or start planning out your ships? Wait no, that's way too hard (sarcasm aside I agree that it can get pretty damn complicated).