Bugs that are non-reproducible

    Ithirahad

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    What is this supposed to achieve?
    I'm guessing it's supposed to force people to keep their systems within a reasonable distance of their reactor and everything else, without having conduits, because... reasons? I mean, I wanted zone shielding, but not as a solution to this issue.
     

    The_Owl

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    no idea if it's already a thing but make the bubble expand in size the stronger you make the shields
     

    Non

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    I'm guessing it's supposed to force people to keep their systems within a reasonable distance of their reactor and everything else, without having conduits, because... reasons?
    I don't think it does that at all, I agree thats what they are going for but it won't stop the extreme builds at all. Defense is already pretty meaningless against a ship with decent weapons on it, and having a shield system like this makes a lot of ships weaker. This system punishes me for making a strong ship either by only allowing one sphere of shield protection, or multiple spheres with some penalty (this penalty would need to be incredibly severe for it to even matter). It is not going to keep me from building something with the reactor or dimensions or whatever it be that I need to make a powerful ship, because like most competent ship builders I construct things to fill a role, and when I construct something to fill that role, I usually begin with weapons systems, if I want some amount of guns I will build the power to support those guns, and if I take a defensive hit because of that power change, it likely wont compare to the offensive hit I would take if I were to comply with the system. The developers of this game have gotten many good suggestions for how to fix things and yet they do pointless stuff like this.
     

    Ithirahad

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    I don't think it does that at all, I agree thats what they are going for but it won't stop the extreme builds at all. Defense is already pretty meaningless against a ship with decent weapons on it, and having a shield system like this makes a lot of ships weaker. This system punishes me for making a strong ship either by only allowing one sphere of shield protection, or multiple spheres with some penalty (this penalty would need to be incredibly severe for it to even matter). It is not going to keep me from building something with the reactor or dimensions or whatever it be that I need to make a powerful ship, because like most competent ship builders I construct things to fill a role, and when I construct something to fill that role, I usually begin with weapons systems, if I want some amount of guns I will build the power to support those guns, and if I take a defensive hit because of that power change, it likely wont compare to the offensive hit I would take if I were to comply with the system. The developers of this game have gotten many good suggestions for how to fix things and yet they do pointless stuff like this.
    There will be no penalty for multiple spheres, by the way. You just can't have two shield generator groups inside each other's shield radii. (just the radii overlapping is fine)

    Overall, though, I'd tend to agree. I like the idea of zone shielding, but this does not fix the issue they're trying to fix. I guess it's an interesting change, depending on how they balance it, but it should not have been added in the name of trying to patch an issue that could have been handled much more simply and effectively.
    [doublepost=1508969984,1508969874][/doublepost]
    no idea if it's already a thing but make the bubble expand in size the stronger you make the shields
    It does. A larger generator group will produce a larger shield radius. However, currently I find that the base radius is about 1.5x (or more) what it should be.
     
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    On the country I think this would be a worthwhile addition to the game.
    -It opens up many new cerative possibilities, and allows a more balanced form of docked shielding. I'm intersted to see how docked entities shielding would work when within the radius of the motherships shields (should probably be disabled?)
    -Alpha weapons would be a bit less powerful.
    -Shield stats and how they function would likely recive a re-do, they don't nessacerily need to make ships shielding weaker.

    I personaly find this development quite interguing, and it encourages me to build some wackey designs. It is still in development so the stats and balancing is still is come.
    I don't think it was ment to be a direct counter to spaghetii ships as well.
     

    Top 4ce

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    On the country I think this would be a worthwhile addition to the game.
    -It opens up many new cerative possibilities, and allows a more balanced form of docked shielding. I'm intersted to see how docked entities shielding would work when within the radius of the motherships shields (should probably be disabled?)
    -Alpha weapons would be a bit less powerful.
    -Shield stats and how they function would likely recive a re-do, they don't nessacerily need to make ships shielding weaker.

    I personaly find this development quite interguing, and it encourages me to build some wackey designs. It is still in development so the stats and balancing is still is come.
    I don't think it was ment to be a direct counter to spaghetii ships as well.
    Agree. This is inciting a player to build within an area, not sure if is solves spaghetti builds, but it is a step in the right direction.
     
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    Agree. This is inciting a player to build within an area, not sure if is solves spaghetti builds, but it is a step in the right direction.
    The counter to it is that there appears to be no limit to how many groups you can have, thus spaghettii ships could have long lines of shield blocks near their system lines which would more than shield them. Overall any shot that hit would be more likely to kock out the shield and do damage, but it would only take down the shield in that area and knock off a few blocks. The main issue is still how little damage they take from each shot and how hard they are to hit, thus it doesnt overall change them.

    It certaitnly helps, but I think explotive ships require a seperate fix :P
     
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    Ithirahad

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    You know, we should really take this to its own thread... This has nothing to do with one-of-a-kind bugs.
     

    Non

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    -Shield stats and how they function would likely recive a re-do, they don't nessacerily need to make ships shielding weaker.
    If this does not change then this
    -Alpha weapons would be a bit less powerful.
    is a lie.

    Even so, it would really only screw beams and cannons as alpha weapons, but missile alpha would only be stronger in comparison, as any volley strong enough to break shields could easily overheat a ship or get near to that. A block damage weapons system would have to be able to effectively hit where the shields are downed, which hurts alpha, but at least shields are downed instantly, and could probably hit multiple areas since each region has weaker shields, in the case of dps weapons, those shields take longer to break in comparison to alpha and if the shield area that was opened up isn't large enough for your block damage to get through, then you need to open up more holes in the shields, which takes longer than it would for alpha and only hurts dps weapons more. I get what they are going for, I like the idea of having some areas have better shielding than others, but this is the worst way to do it, it screws most weapons systems, but buffs any missile boats.

    The middle part of that paragraph isnt the most coherent thing that ive ever written, but dps will be as screwed as everything else.
     
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    If this does not change then this

    is a lie.

    Even so, it would really only screw beams and cannons as alpha weapons, but missile alpha would only be stronger in comparison, as any volley strong enough to break shields could easily overheat a ship or get near to that. A block damage weapons system would have to be able to effectively hit where the shields are downed, which hurts alpha, but at least shields are downed instantly, and could probably hit multiple areas since each region has weaker shields, in the case of dps weapons, those shields take longer to break in comparison to alpha and if the shield area that was opened up isn't large enough for your block damage to get through, then you need to open up more holes in the shields, which takes longer than it would for alpha and only hurts dps weapons more. I get what they are going for, I like the idea of having some areas have better shielding than others, but this is the worst way to do it, it screws most weapons systems, but buffs any missile boats.

    The middle part of that paragraph isnt the most coherent thing that ive ever written, but dps will be as screwed as everything else.
    From my experiance, shields are very vunrable to alpha atm. A Beam-Pulse-Ion of suffcient size will currently oneshot just about any shield. At least it would only bring down one part. That being said, I agree offense far outscales defense atm and if not done well this could weaken defense further.
     

    AtraUnam

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    Does this mean I could theoretically have a large capacity low regen shield with a low capacity high regen shield inside it that only starts working when the main shield is down? or would the second shield be non-funcitonal even when the shield bubble it exists inside of is down?

    Edit: Regardless of how all this ends up working I already have some ideas or wacky shit to pull.
     

    Non

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    Does this mean I could theoretically have a large capacity low regen shield with a low capacity high regen shield inside it that only starts working when the main shield is down? or would the second shield be non-funcitonal even when the shield bubble it exists inside of is down?
    I have tested literally nothing, but my understanding was that either the centers of a group or a whole group would not be functional if inside another groups radius, though if you could put them close to edge to edge and depend on enough of a group being knocked out to decrease radius so that groups are not in each others radii then that might work, but it would be a lot of effort to make work
     

    AtraUnam

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    I have tested literally nothing, but my understanding was that either the centers of a group or a whole group would not be functional if inside another groups radius, though if you could put them close to edge to edge and depend on enough of a group being knocked out to decrease radius so that groups are not in each others radii then that might work, but it would be a lot of effort to make work
    Well thats just straight up retarded, 'sheild generator B will never work because its in the radius of generator A, even though A is turned off.'
     

    AtraUnam

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    What do you mean turned off? if they are downed i would assume not but if you mean disabled in some menu (not possible to my knowledge), then idk
    I mean downed, the way the descriptions have been worded would suggest that even if a shield generator is down, it would still disable otherwise functional generators within its radius.
     

    Non

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    I mean downed, the way the descriptions have been worded would suggest that even if a shield generator is down, it would still disable otherwise functional generators within its radius.
    Honestly i would hope so, otherwise the layering would get kind of crazy, and id hope that radius includes shields on docked enities too
     

    AtraUnam

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    Honestly i would hope so, otherwise the layering would get kind of crazy, and id hope that radius includes shields on docked enities too
    But a pair of shields with 500 capacity each is no better than a shield with 1000 capacity. All such a mechanic does is enforce pointless spaceing of shield generators.
     

    Non

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    But a pair of shields with 500 capacity each is no better than a shield with 1000 capacity. All such a mechanic does is enforce pointless spaceing of shield generators.
    Oh, didnt think of it quite like that, but still i think the point is to try and make us consolidate all the shields into one group, so allowing multiple groups that start a new one as soon as one drops is against their plans, and their plans suck
     
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    Why not just leave the shield pool systems as they currently are with shield capacity and regen blocks all contributing to the vessel shield stats, but require a projector block that has to encompass areas for the shields to actually protect the ships blocks.

    This stops shield blocks limiting the ships shape whilst at the same time allowing for a “system weakpoint” that can be targeted to remove shielding protection from ship section whilst also preventing shield hp stacking.
     

    Non

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    Why not just leave the shield pool systems as they currently are with shield capacity and regen blocks all contributing to the vessel shield stats, but require a projector block that has to encompass areas for the shields to actually protect the ships blocks.
    First off there were better threads to put this in.
    This would be an acceptable compromise for me between full coverage all the time and the new system.