Yes I am aware of that. It is a thin line and requires you to balance your ship. Do I want a maxed out attack power or do I want less attack power but better defense capability?
in theory (and in good balanced games
Yes I am aware of that. It is a thin line and requires you to balance your ship. Do I want a maxed out attack power or do I want less attack power but better defense capability?
Upping the cost changes nothing. All it does is raise the income threshold at which someone focused on combat can realize his full potential. He will simply be sub-par and forced to grind credits until he fields the income required to use the best mods.I'd have to say 'Yes', but only the cost of the cells. 100cr is stupidly cheap. Right now you can pop shield cells cause you're losing a fight against a pirate in a sidewinder and still make money.
in theory (and in good balanced games), this is true and i completely agree. the problem is here in ED that the multirole ships are already waaaay too close to combat focused ones, except now with those new changes (or that specific part of your proposal
), the multirole ships would be better at combat than combat ships because they wouldn't have to sacrifice neither offence nor defence since they have so much power, unlike the puny generators on combat ships (seriously, who came up with that idea that combat ships should be power deprived when combat-oriented ship parts are the most power draining? it makes no sense logically, balance-wise, realistically... it just doesn't)
I don't think money should really come into it (ie: Cost of ammo). Should come down to the behaviour of the unit itself being balanced IMHO.
limit SC's to class 3 modules only. Job done. Large ships wont be able to carry as many and wont be able to refresh shields as fast, smaller ships still wont be able to carry as many but they'll be more effective per charge. So instead of being, who has the most it becomes a tactical decision.
Just reading all the different opinions on SCB's it seems there is no good solution - it still equates to a health potion so it seems to me the best option would be a complete removal and to design something else, or work on tweaking the other values in the game,.
Upping the cost changes nothing. All it does is raise the income threshold at which someone focused on combat can realize his full potential. He will simply be sub-par and forced to grind credits until he fields the income required to use the best mods.
Hence, balancing shield cells via cost is a futile endeavour. All it does is frustrate newbies and broke players while lending the edge to those rich enough to not care about the costs.
SCB must be adjusted in a way where a sufficient amount of dedicated anti-shield weapons (read: lasers) can out-DPS the shield cell generated HP/s to force the shield to collapse.
limit SC's to class 3 modules only. Job done. Large ships wont be able to carry as many and wont be able to refresh shields as fast, smaller ships still wont be able to carry as many but they'll be more effective per charge. So instead of being, who has the most it becomes a tactical decision.
Surely what we're after is not limiting how many you have, but limiting how quickly/frequently you can use them? If someone wants to go out bounty hunting with 2-3 of them onboard so they don't need to return to ammo them back up so often, is that a problem? What we're surely trying to stop is people using them in parallel so they can use them 2-3 times at the rate of others, or for 2-3 times as long as other people in a single fight.
Limit there frequency to one shield cell per X seconds no matter how many you have onboard (your distributer can't cope with it more often) and just make sure that gap is long enough to prevent uber shields, but still offers a tactical recharge periodically.
And if you could only fire off a shield cell once every minute (or some other fairly long period)? No matter how many you had?
Right... except I was talking about combat potential, not player skill potential.I would have to disagree with your first statement. Cheap shield cells are likely to hamper a player from finding their full potential.
'Oh, I'm loosing to a 'Harmless' Sidewinder, I could either pratice to fly and fight better or I can pop shield cells and just keep on firing at it and still make money on the bounty.'
Try taking down an Anaconda in a Viper with no shield cells and when you master that I'll say you've reached your full potential.
Now I personally think that players should have access to shield cells as some players don't want to become master pilots. Some just want to fly around a bit and shot things cause it's a game and it's fun and shield cells allow them that pleasure. Just don't think that it should be a trivial 100cr. 3000cr sounds more like it. You can still make good money on big targets but if you're having to use them on small bounty targets, it's maybe just time to practise a little more.
How about instead of cells recharing shields.......they just harden them a bit (ie increased resistance). Still a good option to reduce incoming fire, but not so excessive as to require you to bust the shields down multiple times before it drops. Say they add like 40% resistance for X seconds. Would make it more tactical in their usage, and more of a skill item rather than an iwin. It also brings them more in line with chaff dispensers.
Then they wouldn't be worth their weight.
Actually, the incoming nerf that has been announced threatens to do the same thing, and I will have to carefully examine what is more likely to keep me alive...an SCB with a five second spool up, or ~2% less mass on my Viper. It's probably going to be the latter.
Anyway, if it exists, it should have a niche. Otherwise, why leave it in the game...just for clutter?
And it's a good approach IMO.*cough*
Still say this is a good solution imo. But of course I am biased since its my idea.
I agree SCBs should go away completely not "nerfed" like this which is a hidden buff for big ships.
If you think he's the only one that finds that shield cells have removed all challenge from the game, you'd have to be kidding yourself. "Just don't use it" is no excuse for an unbalanced mechanic. Your "i shot you first so I win" hyperbole is also ridiculous, Elite was never like that before the introduction of shield cells and TTK was PLENTY long enough without them. Besides, your insistence that we should all just spam dumbfire rockets is pretty much the definition of "i shot you first so I win" considering that for most ships, apart from the python, you can instagib if you shoot first. So really, shield cells just encourage instagib loadouts.
Used to be that combat was extended further by smart piloting and maneuvering instead of "press x to not die."
The majority of players avoid PvP by choice and so the OP is suggesting a game mechanic change because of PvP, but if effects PvE as well which most play.
So question is, does it need to be nerfed for PvE play or not?