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October 18th, 2002, 07:51 AM
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Colonel
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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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October 18th, 2002, 08:51 AM
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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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October 18th, 2002, 02:43 PM
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Lieutenant General
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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.
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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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October 18th, 2002, 03:35 PM
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Re: Sheild Regen V?
One thing you guys are also assuming is massive fleet battles.
Try putting regenerators on your transports, minelayers, and your solo "ninja" ships that attack targets of opportunity behind enemy lines.
In a 1 on 1 combat, you can much more easily survive the 7-8 rounds nessesary.
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October 18th, 2002, 10:27 PM
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Second Lieutenant
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Re: Sheild Regen V?
So the consensus is that massive fleet battles, and ships built for that purpose, need not waste space on shield regenerators, however, ships that will be engaging in covert ops/ operating in small fleets (5-10) and/or have a special mission that wouldn't bring them into big battles much, would benifit from sheild regenerators, now i have to go back to the drawing board, again.
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October 18th, 2002, 10:50 PM
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Re: Sheild Regen V?
Also, support ships in big fleets might be a good platform for regenerators.
If you only expect a few ships or fighters to slip past your main force, regenerators will be effective.
Another good place to put regenerators would be on truly massive ships, such as BattleMoons.
Those can be expected to survive the nessesary turns even in large fleet battles, especially if it has escort battleships
[ October 18, 2002, 21:52: Message edited by: Suicide Junkie ]
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October 19th, 2002, 12:19 AM
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Colonel
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Re: Sheild Regen V?
I can see your points. I have never said that the shield regens are something to rely heavy on, i just said it is a powerful tactical tool to not be considered useless. And remember, not all weapons hit, especialy if on max tech and training, plus the scattering and stealth armors.
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