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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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July 27th, 2002, 09:26 PM
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General
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Re: Auto-Regenerative Shielding
Doesn't it cost supplies?
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July 27th, 2002, 09:52 PM
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Second Lieutenant
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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
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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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July 28th, 2002, 04:23 AM
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Captain
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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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July 28th, 2002, 09:22 AM
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Lieutenant Colonel
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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.
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Yea, I was veeeeery tempted to take that combo for P&N on PBW...
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