Okay, I get the objective with this rebalancing. It\'s supposed to make the gap between the shields of small and big ships a bit smaller. That is usually a good idea, but in this context, there is a problem with it: those two classes of ships aren\'t supposed to be balanced in any way. If I build a capital ship, I\'m using more resources, more space, more time, so am I not supposed to have advantages over the small fighter? In fact, if you get any movie or series that involve spaceships - Starcraft, Star Trek, Sar Wars, etc - whenever it comes to a 1x1 fight, the guy with the biggest gun wins. So, actually, the capital ships are supposed to be a bit OP if compared to fighters.
Yes, the recharge timer is a good idea, sice it counterbalances those shields that recharge in less than a second. However, making it increase with the shield blocks creates a terrible disadvantage for the capital ships. The immense time it takes for the shields to start recharging makes it possible for tiny fighters to destroy them just by flying around and shooting randomly. If the big ship\'s pilot manage to steer in a way that it can fire on the small one, the latter would have plenty of time to get to a better position, the big shields would be far away from reloading at this point.
That is just something that can\'t happen. Capital ships are designed to be as powerful and hard to destroy as possible. It is made to resist anything trown at it. But if it can\'t handle even a small ship, it becomes virtually worthless. You may ask, \"how am I supposed to bring it down when using another big ship destroys both?\". Well, that\'s were the other types of ships come in. That\'s were strategy comes in. When you compare 1x1, the bigger one wins. But once more ships enter the fight, the equation gains a lot more variables. For example, strenght in numbers. A single bomber may not fire frequently enough to prevent the shields of a Capital ship to recover (note that I\'m considering a suggestion I will be making later on) nor the damage output to overcome the recovery, but once more of them stick toghether, these attributes get multiplied, allowing them to win the fight. Other factor is that if one of the teams manage to sneak a few ships behind the enemy, the sneak attack can be more devastating than five capital ships. In the end, there are lots of factors that affect the outcome of the battle: friends, tactics, luck... But when it comes to the duel, the man with the biggest stick (therefore more money, time, etc) will win. Yes, that\'s unfair. life is like this. Turning the epic, massive capital ships everyone loves into nearly-useless machines doesn\'t help anything. At all.
That being said, there are a few suggestions I would like to make: first, the shield regen delay must be rethinked. Personally, I think it should be 3 or so seconds for all ships. Most games use this for health regen, and it works fine. Secondly, I don\'t think the shield stats should go back to where they were. I always tought small ships needed more shields, since they have less space for dispersors. But now, make it in a way that the shields become more efficient the more blocks you put, opposite of what happens now. After all, if I\'m spending lots of money for those blocks, why am I being prejudicated?
I\'m not saying everything should be changed exactly now, nor that I speak the absolute thruth. Anyone has the right to disagree. But here I leave a request for the creators: please, think a little more about this matter. This is just not the way.