Combine Shield Capacitor and Recharger into Shield Generator

    Joined
    Aug 17, 2013
    Messages
    25
    Reaction score
    6
    There are currently two shield blocks. It essentially was a single many versions ago. I suggest changing it back, while adding a feature from the old weapon system.

    I suggest combining the two shield blocks back into one. I'll call this Shield Generator. This frees up a block ID, but the main purpose is to have better customization over your shields.

    Re-adding the old weapon customization for the new shield block. The old weapon system allowed you to use sliders to change rate of fire, velocity, distance, power, etc. You had 100 points to customize your weapon's statistics. I suggest adding this to the shield generator.

    Being able to have a slider to choose between higher capacity or faster regeneration opens up more options for shielded ships. For example, if your ship is under attack by multiple small ships, you can increase regeneration to above their damage output. Another example would be a blockade runner type ship maximizing capacity to survive alpha damage while piercing a blockade. Likewise for a small fighter maximizing capacity to survive a missile hit.

    For any feats of this being abused, it can't. If you maximize regeneration, you minimize capacity, so you can't have both at the same time. Switching from low to high capacity mid battle leaves you with low shields with low capacity, while distracting you from the battle.

    In addition, you, the devs, could add a shield sharing slider to siphon shields to docked entities, increasing their survivability.
     
    Joined
    Sep 24, 2014
    Messages
    69
    Reaction score
    23
    There are currently two shield blocks. It essentially was a single many versions ago. I suggest changing it back, while adding a feature from the old weapon system.

    I suggest combining the two shield blocks back into one. I'll call this Shield Generator. This frees up a block ID, but the main purpose is to have better customization over your shields.

    Re-adding the old weapon customization for the new shield block. The old weapon system allowed you to use sliders to change rate of fire, velocity, distance, power, etc. You had 100 points to customize your weapon's statistics. I suggest adding this to the shield generator.

    Being able to have a slider to choose between higher capacity or faster regeneration opens up more options for shielded ships. For example, if your ship is under attack by multiple small ships, you can increase regeneration to above their damage output. Another example would be a blockade runner type ship maximizing capacity to survive alpha damage while piercing a blockade. Likewise for a small fighter maximizing capacity to survive a missile hit.

    For any feats of this being abused, it can't. If you maximize regeneration, you minimize capacity, so you can't have both at the same time. Switching from low to high capacity mid battle leaves you with low shields with low capacity, while distracting you from the battle.

    In addition, you, the devs, could add a shield sharing slider to siphon shields to docked entities, increasing their survivability.
    Interesting, though I see many problems.

    You said that there could be a slider for changing the amount of shield capacity vs shield regen and that's a poor idea. Not only does it take out a lot of skillcraft in building a ship, but it also makes ships more general and destroys some aspect of tactics.
    If a pilot can just go "oh a bunch of drones, I'll increase regen", why would people try to take down a big ship with many small ones? What about "death star" scenarios, where a bunch of small ships go to destroy a massive one? That would never be able to happen, ever.

    Now for the "generalness" and "destruction of skillcraft" part. When someone builds a ship, they have a purpose in mind. A carrier would go for armour and sacrifice any other dynamic abillities. If this can just be changed on the fly, we'll just see more all purpose crap and tactics will be done for.

    I'm sorry, but there would need to be a lot of limitations on this, should it be added.
     
    Joined
    Jul 20, 2013
    Messages
    603
    Reaction score
    203
    • Legacy Citizen 2
    • Community Content - Bronze 2
    • Purchased!
    I like the way the system is right now. As it stands if you happen to destroy a ship's recharger bank on a lucky shot, you can wipe out their ability to regenerate shields. If they were merged together again you could not do that anymore.
     

    jorgekorke

    bottom text
    Joined
    Sep 6, 2013
    Messages
    642
    Reaction score
    157
    • Purchased!
    • Community Content - Bronze 1
    • Legacy Citizen 9
    Sorry, but no.
    It was a great step forward when the new shielding system was implemented, making shields breakable even on big ones. Don't want the invulnerable shielding back.
     

    Thalanor

    CEO Snataris Colonial Fleetyards
    Joined
    Sep 10, 2013
    Messages
    818
    Reaction score
    708
    • Master Builder Bronze
    • Thinking Positive
    • Legacy Citizen 3
    The blocks were split because sliders suck! In starmade, the properties of your ship are supposed to be 100% determined by the structure of your ship (blocks and logic links). That is now the case. The change made complete sense, so no.
     

    Lecic

    Convicted Lancake Abuser
    Joined
    Apr 14, 2013
    Messages
    5,115
    Reaction score
    1,228
    • Thinking Positive Gold
    • Purchased!
    • Legacy Citizen 11
    For example, if your ship is under attack by multiple small ships, you can increase regeneration to above their damage output.
    Yeah, because that'd be a lot of fun for the pilots of the small ships. As if they aren't already outgunned, outshielded, and outarmored, you want them to be completely unable to harm a larger ship?

    Others have already stated the rest of my points opposing this.