Tunk
Who's idea was this?
Got stuck back late at work tonight, so didn't have the chance to do any testing.
SS unfortunately does have custom block configs (water, door weights, force field weights, armour ratings, few others I can't remember).
Guess its a weekend project, either way the following should be true for combat recharge according to the configs and short testing ages ago so its about time I re-test it anyway:
0.5 is the shield recharge mult.
0.1 is the 'direct recharge' aka combat recharge mult.
This formula caps combat recharge at 5-10%, with higher charge at lower shield levels.
Anyway, for what I want to test,
I'll be testing various docking configurations, to test if supply beams do draw from parent entities and if so do they trigger combat recharge on those entities.
If they don't trigger combat recharge on parent entities while drawing shields from them then pretty much we can treat shields like power in terms of moving it about, and this actually makes shields incredibly overpowered with certain docking configurations (EG: a 1m reactor out putting the equiv of 250k regen/s after ion).
[edit]
I'd just like to add, I don't see supply beams triggering combat recharge as a bug.
Because if it doesn't then we have full recharge available for transfer, which when combined with ion breaks it past 1:10 damage/energy absorption (currently weapons are balanced at 1 damage per 10 power).
Aka anything but a ion weapon or extreme shield-popping alpha against a equivalently powered shield will not break the shields.
The kicker?
Layered parallel shielding is nigh immune to alpha popping (especially by pure ion weapons).
So you can see my interest in this matter, pretty much if we can configure supply beams in such a manner that we can avoid triggering combat recharge we basically have stupidly strong defence.
SS unfortunately does have custom block configs (water, door weights, force field weights, armour ratings, few others I can't remember).
Guess its a weekend project, either way the following should be true for combat recharge according to the configs and short testing ages ago so its about time I re-test it anyway:
Code:
=(1-(([current shield]/[max shield])*0.5))*([recharge]*0.1)
0.1 is the 'direct recharge' aka combat recharge mult.
This formula caps combat recharge at 5-10%, with higher charge at lower shield levels.
Anyway, for what I want to test,
I'll be testing various docking configurations, to test if supply beams do draw from parent entities and if so do they trigger combat recharge on those entities.
If they don't trigger combat recharge on parent entities while drawing shields from them then pretty much we can treat shields like power in terms of moving it about, and this actually makes shields incredibly overpowered with certain docking configurations (EG: a 1m reactor out putting the equiv of 250k regen/s after ion).
[edit]
I'd just like to add, I don't see supply beams triggering combat recharge as a bug.
Because if it doesn't then we have full recharge available for transfer, which when combined with ion breaks it past 1:10 damage/energy absorption (currently weapons are balanced at 1 damage per 10 power).
Aka anything but a ion weapon or extreme shield-popping alpha against a equivalently powered shield will not break the shields.
The kicker?
Layered parallel shielding is nigh immune to alpha popping (especially by pure ion weapons).
So you can see my interest in this matter, pretty much if we can configure supply beams in such a manner that we can avoid triggering combat recharge we basically have stupidly strong defence.
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