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  #21  
Old October 17th, 2002, 06:08 PM
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Default Re: Sheild Regen V?

Quote:
Originally posted by Suicide Junkie:
As I recall, when you boarded a ship, you took only 100 damage points to "shields and boarding parties". With a baseship having 130 shields, you could capture, and still have 30 shields and all your boarding parties... Regenerate the shields for a second and third capture, or just capture a second immediately
???? Every time I try to do this with more than 1 boarding party they ALL go and I can not go to another...am I doing something wrong???
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  #22  
Old October 17th, 2002, 06:14 PM
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Default Re: Sheild Regen V?

That's in Space Empires three, and that technique expoited the method that the program used to lower your shields and kill your parties.
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  #23  
Old October 17th, 2002, 08:18 PM
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Default Re: Sheild Regen V?

AAAH in III ...lets see when WAS the Last time I played it?????
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  #24  
Old October 18th, 2002, 12:07 AM

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Default Re: Sheild Regen V?

Anyway i still consider shield regens to be of use. Especially if you come on an enemy with these by a surprise.
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  #25  
Old October 18th, 2002, 05:16 AM
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Default Re: Sheild Regen V?

You're going to surprise them by having significantly less defensive value of each ship?
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  #26  
Old October 18th, 2002, 07:02 AM
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Default Re: Sheild Regen V?

Why don't we do a PBW test? where one guy builds all sheild regen designs and the other builds non-regen designs and see who wins? FUll tech start of course, kinda building on my Fleet Wars idea.
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  #27  
Old October 18th, 2002, 07:47 AM
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Default Re: Sheild Regen V?

You can do that. I'd participate, but I am not joining any new PBW games for a while.
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  #28  
Old October 18th, 2002, 07:51 AM

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Default Re: Sheild Regen V?

You can try that guys. im outa it though, only have 1.49 on my hands.

Also i thought i'd answer the original question:
The use of shield regens when decreased to 20kT size is significantly increased as now you can put two of these instead of one shield regen. two of these and two shields can be powerful, IMO. You never know though.

[ October 18, 2002, 06:52: Message edited by: Taera ]
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  #29  
Old October 18th, 2002, 08:51 AM
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Default Re: Sheild Regen V?

Taera, the problem is that ships are rarely ever only hit by 1 or 2 weapons in a round. They are generally hit so many times that they are either crippled or destroyed. This gives the shield regenerator little chance to operate. The only ship(s) that are only hit a few times are those that are hit Last in the round, because the opponent ran out of weapons to fire. These ships are likely to be pulvarized in the next round, because the enemy ships (unless using Ion engines) will be able to move almost as much- if not as much- as your ship does, and so they will be able to get to about the same range as the previous round, and continue their barrage. In my experience, target ships only get 1 or 2 rounds to live before they are destroyed (or the combat ends, of course). This is why the amount of regen given by a regenerator isn't enough. So, for all those ships that get destroyed in 1 round, an extra shield generator provides a lot more defense than 2 shield regenerators, so it takes a few more shots to destroy, lowering the damage other ships in the fleet receive. If a ship is shot once or twice, then it will regenerate 50 shield points. If it had an extra shield generator instead, it would have 375 more shield points overall, or 325 more damage resistance (or 275 more if it Lasts 2 rounds). Generally, ships do not survive for the 8 rounds necessary for the shield regenerators to become more powerful than a shield generator (assuming max shield tech).

Edit: 1 shield regenerator can be useful to thwart boarding ships if your enemies make heavy use of them. That is the only practical use I can see for a shield regenerator on ships.

[ October 18, 2002, 07:55: Message edited by: Imperator Fyron ]
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  #30  
Old October 18th, 2002, 02:43 PM
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Default Re: Sheild Regen V?

Quote:
Originally posted by Imperator Fyron:
Taera, the problem is that ships are rarely ever only hit by 1 or 2 weapons in a round. They are generally hit so many times that they are either crippled or destroyed. This gives the shield regenerator little chance to operate. The only ship(s) that are only hit a few times are those that are hit Last in the round, because the opponent ran out of weapons to fire. These ships are likely to be pulvarized in the next round, because the enemy ships (unless using Ion engines) will be able to move almost as much- if not as much- as your ship does, and so they will be able to get to about the same range as the previous round, and continue their barrage. In my experience, target ships only get 1 or 2 rounds to live before they are destroyed (or the combat ends, of course). This is why the amount of regen given by a regenerator isn't enough. So, for all those ships that get destroyed in 1 round, an extra shield generator provides a lot more defense than 2 shield regenerators, so it takes a few more shots to destroy, lowering the damage other ships in the fleet receive. If a ship is shot once or twice, then it will regenerate 50 shield points. If it had an extra shield generator instead, it would have 375 more shield points overall, or 325 more damage resistance (or 275 more if it Lasts 2 rounds). Generally, ships do not survive for the 8 rounds necessary for the shield regenerators to become more powerful than a shield generator (assuming max shield tech).

Edit: 1 shield regenerator can be useful to thwart boarding ships if your enemies make heavy use of them. That is the only practical use I can see for a shield regenerator on ships.
Quite accurate analysis why shield regeneration is almost useless. Now, replace the shield regeneration with the organic armor and it becomes obvious that the new OA fix that removes regeneration before damage makes OA not any better than normal armor (except using organics instead of minerals)
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