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As far as I know shield regeneration starts only to be effective when you suffered hits and already lost shield points and not before the ship is actually engaged in combat.
Of course.
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Now for tactical combat you are right, I can withdraw my ship and wait until the shield regenerate. In strategic battle however, this does not happen and in my experience the ship will be destroyed within 3-4 turns because the enemy focuses its attact on 1-2 ships at a time. I ran quite a few combat simulation on auto/strategic and the ships with shield regeration did worse than if I used the same space for additional shields.
What kind of designs do you use? If you throw lots of ships at the enemy, then light shielding and LOTS of weapons is best, but if you build fewer, high tech, large ships, then heavy shields & fewer weapons is better.
In my games I go for the second path, and my BCs have 4 shield generators and 4 Large mount guns, ECM & Elite racial dodging skills. All my ships are designed to survive, rather than destroy.
In this case, I will definitely survive more than 10 rounds in a small-scale fight, so regeneration is very useful.
If I was going to be fighting a large battle, or any kind where I did not expect my ship to survive, then I would put ablative armor and Lots of guns on my ships so they can do more damage while they are still alive.
The average life expectancy of ships in my fleet is longer than the life expectancy of my planets.
In fact after 10 years half of my casualties have been from natural phenomena rather than combat. (supernovas suck)
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In my estimation the shield regenerators would be interesting if they provided equal shield points/kT in 3-4 turns.
That would be insane: my ships would all be invulnerable, unless you had a truly massive fleet.
Say I went up against a missile ship. It can only fire every three turns, and with my shields recharging fully by the time he reloads, I could defeat it with a single gun!
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And for fighters even with shields a single unit will be destroyed by 2-3 point-defence canon hits. Here again the fire will concentrate on one unit of a group at a time.
Regen may not work for the kinds of things you use fighters for, but they are useful in certain situations. If you send big packs of fighters against Groups of ships, you're going to lose a lot no matter what. But, for attacking single ships, regeneration becomes useful.
In the battles I used fighters in during my current game, working regeneration would have prevented 50% of my casualties.
(and since my Pirates' total resource production is 3 digits long, thats expensive)
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My point is that regen ability dosent work, but it should.
[This message has been edited by suicide_junkie (edited 25 March 2001).]