Shield recovery

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    Right now, there's a mechanic that once a ship's shields go down, they recover after 10 seconds, with no regeneration, meaning they go down again immediately.
    Instead, shields should recover at out-of-combat rates until they are at 10 or 25% (exact number to be left to Calbiri) but while in recovery, they do not protect the ship. However, the recharge will not be taken down by incoming fire.
    This puts a distinction on regen, meaning that a ship that emphasizes too much capacity will have its shields down for a while, while a ship with more regen could get them up instantly.

    Also, I would like to see a "second chance" for shields. If you get hit with a lot of damage at the instant your shields go down, you don't take damage. Means that attempting to shoot someone down from 2km away with a single missile won't be as effective.
     
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    I really like this idea! I like to compare shields to a CPU heatsink and fan. When a ship is hit the shields must absorb the energy (heatsink gets hotter) until finally the shields fail (CPU overheats and your computer crashes). The shields go down completely and must recycle (reboot). In the meantime you are taking damage from more hits. But when the shields finally come back up (reloading the operating system) they come back at fairly high levels ( like you said 10% - 25%, but not 100% since the heat sink is still pretty hot and will crash again sooner if it heats up again.
     
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    TheOmega

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    Amazing analogy, THIS SHOULD BE A THING! Though, maybe there could be different types of shields, like ones that just do hull, or systems, or everything, to make it like a second chance, or just having different shield systems would be cool.
     

    NeonSturm

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    Sounds like a reasonably balanced Mechanic to me.
    To me too.
    This thread is worth a bump.



    BTW: Supreme Commander had it this way.
    There, you need 2 different shields overlapping to protect the first while the other is recharging (too 100%, slower recharging while not down)

    There, you also required smaller shield bubbles because equally sized shields could get damaged both from AOE


    But once you had enough artillery you can't shield against it anymore because the area for shields and defense is limited thus the protection above an area is limited as the damage output is limited also.
    These games have a weapon range of about 30-100 times the building's size for Point defense while longer ranged rely on focused fire to break important parts.
     
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    I am going to bump this to see if we can get this confirmed/liked/whatevered for a feature.