- 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.
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.