
July 27th, 2003, 12:24 AM
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Second Lieutenant
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Join Date: Jul 2002
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Re: SE4 Stock Balance Mod
Quote:
Originally posted by Taera:
umm, no. armor doesnt have a counter such as shields do - the shield depleter (150 damage for 20kT ROF1 is not a joke) and shield distruptor.
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Sure it does. Armor-skipping weapons (a trait being considered here for the Graviton Hellbore, not to mention the Shard Cannon).
The point is, Armor is more costly. Screw the backup-to-shields routine; once you have phased shields, don't waste space on armor ... at least not in current, unmodded stock SE4, and aside perhaps form Stealth and Scattering armor (solely for their defense bonusses).
Armor HP are more expensive than Shield HP, in termsof battle losses. If your ship has one Phased Shield V generator, and you get hit for 300hp of damage in a battle, you've lost nothing.
OTOH, if you have 4 slabs of normal armor (same 40kT space), you've got damaged components, and are in need of repair time; until repairs are complete, your ship is less able to survive combat.
So, I think making armor have more hp/kT than shields generate would be a GOOD thing. If the top-level standard Armor component had 120hp, then, 40kT of Armor would barely edge out a 40kT PhaseV generator ... if you didn't include the generator's hp.
- Two PhaseV generators, giving you 700 shield hp and ~80 structure hp
- One PhaseV generator and 4 ArmorX's, giving you 375 shields, ~40 structure, and 480 armor hp.
- Eight ArmorX's, giving you 0 shields, but 960 armor hp.
The options give you ~880hp, ~1000hp, and 960hp respectively. Sure, the pure-armored ship is harder to kill -- but it costs more minerals than the pure-shielded ship, and, every 120hp of damage is a component that, if the ship survives, will need to be repaired.
And yes, I know -- in fleet battles, you usually end up with lots of dead ships and a survivor or two, rendering repair a less-significant concern there. So? There's still refits, warp-point-based damage (even armor-heavy races will still favor minimal shielding for THAT), mines, and so on.
And a pure-armor ship will be a smoking, HOLLOW hull in short order, versus armor-skipping weapons.
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On a different topic: I agree, the Shield Regenerators as they are now, are absolutely pitiful. I think they need some radical work. So, how about: cut their size to 10kT, and up their regeneration rates to 20/level ... ?
That way, the ShieldRegen5 would make +100 shield points, in 10kTof space (the same space devoted to shield regen would give +200 per turn, but would also cost twice as much). You might then see ships devote some serious tonnage to shield regeneration (about 50/50 with PhaseV shielding).
Or if that seems steep, either (a) keep 'em 20kT each with the new regen numbers, or (b) drop them to 10kT and make the regen rates 10/level?
I personally favor the 10kT size regardless, as that helps fill in some of the 10kT "holes" you find while building ships. Any shielded ship might benefit from +50sp/turn or so from that Last, unused 10kT of hullspace ...
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-- Sean
-- GMPax
Download the Small Ships mod, v0.1b Beta 2.
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