DrTarDIS
Eldrich Timelord
- Joined
- Jan 16, 2014
- Messages
- 1,114
- Reaction score
- 310
Only the case if armor isn't vastly cheaper to produce, and vastly more efective as a damage soak than the "active systems." Which is a economic balance point and to a degree the same sort of structural one that's been around for a while. Comes again that if the HP-pool (reactor HP now because why not) isn't a signed variable it's never going to be able to have a had "floor" and an open envelope for builders.You do understand that raising shield regen to similar energy efficiency of weapons means that armour becomes more or less worthless ? As it is much better to use that mass for more reactors, shields and weapons. It also raises TTK by 5-10 times depending on ship setups in question - as your shield regen will negate most of incoming damage and you still need to grind through the shield cap.
As a result we get ships with no armour. That take 7-15 minutes to kill even if they don't dodge or dip in and out of weapons range. And when shields finally fail the ships in question burn in seconds.
Now you're starting to see what I meant earlier about a "common pool to pull from" being important for pimary balance, ad a secondary(energy) pool for "active effects or actions." Block-count is more like "levels" than as an actual balancing pool.
guess reactor-stabilization is as close as is curently in the code for something to hijack, assumig it's a signed value.