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July 27th, 2002, 05:55 PM
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National Security Advisor
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Auto-Regenerative Shielding
Something Phoenix was talking about in the H.H. Mod thread got me to thinking about a new type of component. Call it Auto-Rengenerative shielding for lack of a better name. The idea is they would be smaller and less powerful than regular shiled comps. Say 10KT, and generate 100 shield points (These could change). BUT they would have built in shield regeneration for the full 100 points or whatever of sheilding. So the first hundred damage points in anyone combat turn would go to the shields, and then anything over that would go to the ship. The next combat turn the shields would be back up, unless the generator was knocked out of course.
Is this basically what people are wanting with emmisive armor? It's supposed to be being fixed in the next patch, at least he is working on it.
Anybody ever do something like this before?
Geoschmo
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July 27th, 2002, 06:40 PM
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Captain
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Re: Auto-Regenerative Shielding
Full regeneration in one combat turn sounds a little much too me. With 10 of these babies (only 100 kt.) you would have a formidible ship indeed. Perhaps 30% to 50% regen. each turn?
Kim
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July 27th, 2002, 07:02 PM
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Shrapnel Fanatic
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Re: Auto-Regenerative Shielding
In P&N, I have Harmonic Shielding (Temporal + Crystalline), which provides up to 125 shields/125 regen in a space of 60Kt.
Quite powerful, but not unbalancing.
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July 27th, 2002, 07:07 PM
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National Security Advisor
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Re: Auto-Regenerative Shielding
Well, the idea in my mind would be for it to be fully regenerative. If you think the shields themselves are too strong, I could see that. Maybe I would drop each one down. Still be 100% but only have 50 shields per comp. Or make them larger as SJ suggests.
Geo
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July 27th, 2002, 07:27 PM
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Corporal
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Re: Auto-Regenerative Shielding
*thumbs down* Ok look, the premise is nice. A low level, yet rapidly replenishing shield level. I would prefer this to a great bulk of shields anyway... I dont think we need an uber part to do it though. A less invincible strategy involves the weaker shield generators and some re-gen comps, or a merger of the two. Your new part becomes less frightening if you take into account the new Variable component-per-ship limits, say hack it at 3 or 4, etc.
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July 27th, 2002, 08:51 PM
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General
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Re: Auto-Regenerative Shielding
The problem with shield regen in SE is that it has no 'in-combat' cost. At least in SFB you have to pay from your energy stocks for shield regen and thus have to choose between shields and movement/weapon usage. If shield regen could be made to cost something -- weapon reload time? -- it would be more 'proportional' with other combat options. Of course then the AI would have to learn to manage shield regen and weapon usage...
[ July 27, 2002, 20:04: Message edited by: Baron Munchausen ]
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