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-   -   Newbie Ques Shield Regenerators? (http://forum.shrapnelgames.com/showthread.php?t=5572)

Jobu April 3rd, 2002 08:59 PM

Newbie Ques Shield Regenerators?
 
Are they worth it? I mean it takes 80kt to regenerate 100 shields/turn. Wouldn't it be better to have 2 extra shield generators (750 shields) for the same kT?

Wardad April 3rd, 2002 09:32 PM

Re: Newbie Ques Shield Regenerators?
 
Good point. I guess thats why I don't use them.

If you do use a giant ship size or a battle station the top-of-the-line regenerator may be a good thing.

It has messed with multplex targeting my ships sheild depleters. They waste shots on a primary target with 100 strenght shields instead of dropping the heavy shields of the next target.

adder_inf April 3rd, 2002 10:22 PM

Re: Newbie Ques Shield Regenerators?
 
It depends on how long the item will survive in combat. 1500 shields from the 2 shield systems is not as good as the 2900 shields the shield regen system will generate if the ship survives the 29 availible combat turns and is dammaged. Of course if it is undammaged neither system matters. http://forum.shrapnelgames.com/images/icons/icon12.gif

So my analysis is if the ship should survive more than x turns such that (shields per kt)-(x * regen points per turn per kt)=0 use a regenarator instead.

sorry seem to have geeked out http://forum.shrapnelgames.com/image...s/rolleyes.gif

Also if you can rotate your ships through the battle the regenerator becomes better.

Fyron April 3rd, 2002 10:25 PM

Re: Newbie Ques Shield Regenerators?
 
Yeah, but you can't rotate your ships in strategic combat.

Suicide Junkie April 3rd, 2002 10:45 PM

Re: Newbie Ques Shield Regenerators?
 
For any ship that would survive more than 7 turns of combat, regenerators are better than more shields at top tech.

This survival time can be achieved by highly trained ships, with high ECM Ratings, preferably a racial bonus to space combat(defense), and max-range orders, during small fleet actions.

Increasing the regenerator rate is always an option for mods.

Bman April 3rd, 2002 11:50 PM

Re: Newbie Ques Shield Regenerators?
 
That would be true if shield regeneration worked like organic-armor regeneration (ie it accumulated points before you were damaged). But since it does not work that way, you have to survive 7 turns of combat during which you have been damaged. In most high-tech battles, this simply does not happen. Your ship either dies within 1-2 turns of being first hit or it survives the battle because your side won. Unless your opponent has some wierd combat strategies set for their ships. In low-tech battles, ships are more likely to duke it out for the full 30 turns which would make shield regenerators useful. But unfortunately in low-tech battles you don't have regenerators (at least not good ones).

<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Suicide Junkie:
For any ship that would survive more than 7 turns of combat, regenerators are better than more shields at top tech.

This survival time can be achieved by highly trained ships, with high ECM Ratings, preferably a racial bonus to space combat(defense), and max-range orders, during small fleet actions.

Increasing the regenerator rate is always an option for mods.
<hr></blockquote>


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