Well I suppose we're at an impasse due opposing views and opinions. Let's leave the opinion struggles out of this thread from now on and just leave feedback on suggested changes. No need to clutter this thread further.
Well I suppose we're at an impasse due opposing views and opinions. Let's leave the opinion struggles out of this thread from now on and just leave feedback on suggested changes. No need to clutter this thread further.
Fuck those slavic sons of bitchesWar-thunder (Gaijin games),
This isn't quite true. Once you reach larger numbers (think thousands) it takes significantly longer to penetrate shields. At lower numbers, this is actually reasonable and spot on. Primary issue is that you (i say you in the sense of "you faggots") don't seem to factor in regen under fire in this equation. I may be wrong. It certainly seemed like it wasn't part of the equation when I looked through.Shield blocks and weapon module blocks are balanced against each other. The power use of both of them is ten units of power per damage point done/mitigated. The capacity of shields is balanced around just over a minute and a half of taking sustained damage. A ship with thirty weapon blocks will take just over a minute and thirty seconds to disable the shields of a ship with thirty shield blocks. There are multiple reasons for this, including: it's a nice round number that's easy to put into formula and tweak, it's long enough to give both players opportunities to create advantages, but not so long that those advantages disappear before the fight ends, and the capacity of a shield block is just a little bit higher than the damage per volley of a missile/pulse.
One of the problems is that really. The BlockConfig only offers a chance to change the Base Value :u not the rate at which it increases, so its always gonna be Linear, hence the issue (I would like the option to change that -w- even after the Shield regen/capacity split).Thankfully there is this nice little block Behavior file that allows us to heavily modify shields to fit our personal play styles. Servers can now really differentiate themselves from each other.
Statistically (derp, did I really just say that?) one only needs a tenth of an enemy's shield blocks in weapon blocks to be able to penetrate shielding. A twentieth if it's loaded with 100% ion effect. A thirtieth if it's loaded with 100% overdrive effect. While those numbers do factor in combat regeneration, they don't factor in accuracy or energy cost. For the sake of accuracy, let's assume half your shots are landing so we double those numbers. 20/10/6.66% respectively. Those numbers still seem terribly small, so the problem isn't something related to the effectiveness of weapons vs. the effectiveness of shields. (Unless it's a bug somewhere along the line).This isn't quite true. Once you reach larger numbers (think thousands) it takes significantly longer to penetrate shields. At lower numbers, this is actually reasonable and spot on. Primary issue is that you (i say you in the sense of "you faggots") don't seem to factor in regen under fire in this equation. I may be wrong. It certainly seemed like it wasn't part of the equation when I looked through.
Hell, there are some situations in which shields cannot be breached at all.
You shouldn't need a gun as large as a shield array to actually pop said shield arrays. That just feeds the gigantism beast (bigger = ALWAYS better). Shields can help stop the damage but in the end really the player should be reliant upon flight skill in combat, not their massive unreadable space boat.
While I do think adding a constant power requirement to shields will deter the spamming of shield it really is a can of worms. Adding such a huge drain on power means that generation needs to adjusted to compensate as it will affect all systems that use power. It also does not address the issue where it will still be possible to build tank ships that result in stalemates. We really need a combat system that doesn't allow for stalemates in any situation and the only way I see that happening is removing combat regen. With sufficiently large shield capacities battles will still take time but you don't have unwinnable situations.Statistically (derp, did I really just say that?) one only needs a tenth of an enemy's shield blocks in weapon blocks to be able to penetrate shielding. A twentieth if it's loaded with 100% ion effect. A thirtieth if it's loaded with 100% overdrive effect. While those numbers do factor in combat regeneration, they don't factor in accuracy or energy cost. For the sake of accuracy, let's assume half your shots are landing so we double those numbers. 20/10/6.66% respectively. Those numbers still seem terribly small, so the problem isn't something related to the effectiveness of weapons vs. the effectiveness of shields. (Unless it's a bug somewhere along the line).
The next biggest offender could be energy costs, and there's actually been some good suggestions popping up here about that.
The energy cost of a weapons block and a shielding block is technically on par per point of damage done or mitigated, but the two take energy in vastly different situations.
Weapons will take power immediately and in large amounts during a fight in order to deal damage now. They also suffer from an increased cost for each additional weapon group attached to a computer.
Shields take energy per point of damage regenerated, which is slow in-combat and fast out of combat. They take almost no energy to use while in combat due to their incredibly low combat regen.
With a set amount of power and power regeneration you could use over ten times as many shield blocks while in combat as one could weapon blocks.
A ship's power supply is supposed to be one of it's most important limiters. Shields bypass that due to their nature of only taking substantial energy when out of combat thus allowing the use of more shield blocks than the power supply is supposed to be able to handle. What does this mean? One could feasibly have a massive shield capacity buffer without suffering from power feedback, only mass and volume... And while an offensively oriented ship could still easily take it out, it would have to spend a prohibitively long time to do so.
A few people earlier suggested that shields have a sort of 'maintenance cost' in energy. A passive drain based on the amount of blocks... If this were put into the game, what numbers would you think would be decent for a vanilla config? I'm looking for something that works for people who are building 'shield tanking ships' but requires some specializations in order to do so.
Erm... If two pilots go into combat with ten thousand shield blocks and only 500 weapon blocks... They're nuts. Just absolutely nuts.While I do think adding a constant power requirement to shields will deter the spamming of shield it really is a can of worms. Adding such a huge drain on power means that generation needs to adjusted to compensate as it will affect all systems that use power. It also does not address the issue where it will still be possible to build tank ships that result in stalemates. We really need a combat system that doesn't allow for stalemates in any situation and the only way I see that happening is removing combat regen. With sufficiently large shield capacities battles will still take time but you don't have unwinnable situations.
What I did was I halved shield load. 250 is sufficient. I increased active shield recharge cost to 25 (1 energy point/10 shield points, more than fair) and passive cost to 12, although 13 works just as well. I also reduced regen under fire to 15%, not 25%. I'm messing around with the under fire cool down time but I really like it between 45 seconds to a minute.Erm... If two pilots go into combat with ten thousand shield blocks and only 500 weapon blocks... They're nuts. Just absolutely nuts.
And yeah, on a more serious note, I wouldn't mind not having in-combat regen for shields. I don't see how that change alone would 'balance' shielding though. I view it only as a minor detail in a larger murder-mystery. My big concern at the moment is that shielding isn't gated by the same things that it's counter is gated by. Weapons have to worry not only about the mass and space they take up, but also about the energy they consume. When pit against each other, shields are only paying for their regen. The (on base minute and a half of damage) capacity is essentially free. Even with in combat regen completely removed, people would still have obscene amounts of shielding simply because they don't have to pay anything for it when it really counts.
Indeed, and such a thing would also divide the community apart, with people sticking around only the places where their ships work well, and not going anywhere else. We need to find an appropriate level of universal ship compatibility for everyone....And the other problem is that the BlockBehaviorConfig file isn't universal. Customization is great for maybe special RP servers, but in the end the vanilla balance is the only thing that really matters. If servers all start doing their own thing it'll force people to make server-specific ships and make the balances weird between servers (and singleplayer), so generally they'll refuse to make any changes.
"It doesn't divide"MrFURB Is the regen/cap split a thing in a future StarMade release? If so, even more the reason to wait for a change.... I am working on the numbers for energy vs mass vs shields. I'd like to know if a shield tanking/regen split is going to happen. That modifies calculations severely.
Comr4de The Tank part is in beta... still.
and Planr Ithirahad
It doesn't divides, it creates possibilities. It creates design challenge (custom to the server), and adds the option for everyone to set up their server the way they see fit. If you don't like it, don't play over there. Customization is not a part of this problem, anyways. It only enables having the biggest player base possible, because a broader range of tastes can be met.Which is a big part of the goal of any game ever created: To reach and entertain as much people as possible.
Vanilla balance is another issue.
It does create a Problem. If faction A Plays on Server A, and it uses Configuration A, and faction B on Server B with Configuration B, How will they ever Interact?It doesn't divides, it creates possibilities. It creates design challenge (custom to the server), and adds the option for everyone to set up their server the way they see fit. If you don't like it, don't play over there. Customization is not a part of this problem, anyways. It only enables having the biggest player base possible, because a broader range of tastes can be met.Which is a big part of the goal of any game ever created: To reach and entertain as much people as possible.
Have you? People don't carry ANYTHING going to a new server on Minecraft. They go in empty handed without anything. That's why it works for Minecraft, here we want to bring our fleets from server to server to wage war and battle. But if you can't effectively do that because the default config is such garbage people refuse to use it and everyone's using custom setting then nobody wants to swap servers.Mods, son. Mods. Have ever played mine-craft?