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  #1  
Old July 27th, 2002, 05:55 PM
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Default 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?

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Old July 27th, 2002, 06:40 PM
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Default 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?

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Old July 27th, 2002, 07:02 PM
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Default 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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Old July 27th, 2002, 07:07 PM
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Default 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.

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Old July 27th, 2002, 07:27 PM

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Default 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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Old July 27th, 2002, 08:51 PM

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Default 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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Old July 27th, 2002, 09:26 PM
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Default Re: Auto-Regenerative Shielding

Doesn't it cost supplies?
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Old July 27th, 2002, 09:52 PM
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Default Re: Auto-Regenerative Shielding

Quote:
Originally posted by Grandpakim:
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
Start the part out big, and not too powerful. Make it one-per-ship-only, the way SpaceYards are.

Every improvement shrinks the part, and, ups the shielding (resulting in an ever-better HP-per-kT ratio). Keep the cost about the same, in all cases. Example:

100kT; 100 shields;
80kT; 200 shields;
60kT; 300 shields;
40kT; 400 shields;
20kT; 500 shields;
10kT; 600 shields;

Could start it larger, with the top-end system being 1000 shields at 10kT or 10kT (a huge, wondrous benefit ... but only one, and 1000 shields will never be ALL you need anyway).

8)

I like the idea, and may work something similar into my own mod. Maybe for temporal, as a special temporal shield ... hmm ...

And the mention of variable per-ship limits ... is that a 1.71 feature-in-progress ... ?

Once could go the other way, then. 100 shields per 10kT of mass, and the same maximum-per-ship limit ... but each better shield is BIGGER, allowing you to devote (slowly) mroe andmore of your ship to these auto-regenerative shields ... 8) ... if you want to, ofc.
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Old July 28th, 2002, 04:23 AM
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Default Re: Auto-Regenerative Shielding

I think partial regen per combat turn would provide a more acceptable, ala scifi, "realistic" representation. Many of the scifi games out there provide for slow shield damage and shield damage first, with some collateral damage. I am currently playing a bit of Bridge Commander and I keep hearing my Engineering Officer telling me "shields down to 75%....shields down to 50%...." so, even though damage is getting by, the next time the enemy fires you still have 75% shields available, then 50%, etc.

EDIT - I liked this enough I wrote it down and I am going to add my versiom to my BOD Mod!

[ July 28, 2002, 03:33: Message edited by: Gandalph ]
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Old July 28th, 2002, 09:22 AM

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Default Re: Auto-Regenerative Shielding

Quote:
Originally posted by Suicide Junkie:
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.
Yea, I was veeeeery tempted to take that combo for P&N on PBW...
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