Note: This is only about shield CAPACITORS. Rechargers should stay the exact same. Also, there's a TL;DR at the end.
I've recently seen some people claiming that increasing shield capacitor values wouldn't increase combat time because people would just use higher weapon ratios. This is false. Assuming that you have two ships of equal mass with a similar combined amount of shield and weapon blocks, the one with the higher shield ratio wins (if we look at pure damage per second figures). Funny enough, it's already the case (it's just hard to notice because shield capacitors don't have a high enough value to give a good buffer). Want proof? Let's get started:
Note: I am going to calculate the numbers in TTK (time to kill that ship with the other ship's guns). In other words, the amount of "seconds" of damage a ship needs to inflict to the other to win. The calculation with weapons like missiles which deal multiple "seconds" of damage instantly (albeit with the same overall damage per second when you take into account the reload) would be the same. I am also going to ignore the low block count bonus to make the calculation simpler (wouldn't really change anything at higher block counts).
Let's also start with the current numbers:
Ok, so now that that's out of the way, let us see what would happen with higher shield capacitor values. New values (note: I'm just using the new shield value as an example, what it should be is entirely open for debate):
Now, I know that there's the mystical HP system that is in the works. But until we get it, simply temporarily editing the shield values to make them higher (takes about 10 seconds) would be a lot more enjoyable. It's not because it's "alpha" that we can just forgo making 10 second changes that make gameplay 10x more enjoyable until a proper feature is implemented.
TL;DR Higher base shield value for shield capacitors will increase combat lenght. The "but people would just use higher weapon ratios" argument is flawed, as demonstrated in the above post. Editing the shield config takes 10 seconds and would be a good thing until the HP system or other measure is implemented.
PS: Vanhelzing this one is for you.
I've recently seen some people claiming that increasing shield capacitor values wouldn't increase combat time because people would just use higher weapon ratios. This is false. Assuming that you have two ships of equal mass with a similar combined amount of shield and weapon blocks, the one with the higher shield ratio wins (if we look at pure damage per second figures). Funny enough, it's already the case (it's just hard to notice because shield capacitors don't have a high enough value to give a good buffer). Want proof? Let's get started:
Note: I am going to calculate the numbers in TTK (time to kill that ship with the other ship's guns). In other words, the amount of "seconds" of damage a ship needs to inflict to the other to win. The calculation with weapons like missiles which deal multiple "seconds" of damage instantly (albeit with the same overall damage per second when you take into account the reload) would be the same. I am also going to ignore the low block count bonus to make the calculation simpler (wouldn't really change anything at higher block counts).
Let's also start with the current numbers:
- 1 weapon block = 5 dps (damage per second)
- 1 shield block = 50 shields.
- Ship #1: 50/50 weapon/shield block count.
- 250 dps / 2500 shields
- Time to kill an other similar ship: 10 seconds
- Ship #2: 75/25 weapon/shield block count.
- 375 dps / 1250 shields
- Time to kill an other similar ship: 3.33 seconds.
- Ship #1: 2500 shields VS 375 DPS of ship #2. TTK: 6.66 seconds.
- Ship #2: 1250 shields VS 250 DPS of ship #1. TTK: 5 seconds.
Ok, so now that that's out of the way, let us see what would happen with higher shield capacitor values. New values (note: I'm just using the new shield value as an example, what it should be is entirely open for debate):
- 1 weapon block: 5 dps (no change).
- 1 shield block: 500 shields. (x10 the current amount).
- Ship #1: 50/50 weapon/shield block count.
- 250 dps / 25000 shields
- Time to kill an other similar ship: 100 seconds.
- Ship #2: 75/25 weapon/shield block count.
- 375 dps / 12500 shields
- Time to kill an other similar ship: 33.33 seconds.
- Ship #3: 90/10 weapon / shield block count.
- 450 dps/ 5000 shields
- Time to kill an other similar ship: 11.11 seconds.
- Ship #1: 25000 shields VS 450 DPS of ship #3. TTK: 55.55 seconds
- Ship #3: 5000 shields VS 250 DPS of ship #1. TTK: 20 seconds (get rekt)
Now, I know that there's the mystical HP system that is in the works. But until we get it, simply temporarily editing the shield values to make them higher (takes about 10 seconds) would be a lot more enjoyable. It's not because it's "alpha" that we can just forgo making 10 second changes that make gameplay 10x more enjoyable until a proper feature is implemented.
TL;DR Higher base shield value for shield capacitors will increase combat lenght. The "but people would just use higher weapon ratios" argument is flawed, as demonstrated in the above post. Editing the shield config takes 10 seconds and would be a good thing until the HP system or other measure is implemented.
PS: Vanhelzing this one is for you.
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