Fights shouldn't be determined by who has the most SCBs. A simple limit of 2 would suffice. This means you have the capacity to compensate an ambush, but battles aren't turned into slugfests of who has the most SCBs.
I would support making SCB's one-per-ship. If you want more, fit a larger module slot with one.
Make them take no ammo, but they recharge from SYS capacitor after the main shield is fully charged, and at the same rate.
You can use SCB at any time: Shields full, shields damaged, shields down. Doing so dumps SCB power into the shield. There is no (or a short) warm-up for this, but you hold the SCB button as long as you want it to be going. SCB might be very useful for people who use Silent Running often.
Using SCB generates main hull heat, like firing a similar MW laser with an empty WEP capacitor.
If you use SCB with your shield full, heat is generated as normal and the MW from SCB are still lost. (No use holding down the SCB button when a fight starts!)
SCB capacity appears on the HUD as a second bank of shield-ovals shaded and underneath the main shield. Or possibly as a second rectangular bank adjacent to SYS capacitor.
That's my take on it.
Great idea! Let's limit cargo racks in the exact same way.
When people complain about PvP being ruined by SCBs, they are upset that their general combat ships (which focus in endurance and attrition) take too long to kill the other ship. This is exactly like taking a T9 toaster oven with 500t of cargo smuggling and complaining that you're getting scanned. Limiting SCBs to one per ship in attempt to get people to stop complaining about long fights is like limiting cargo racks to one per ship to get people to stop trying to stealth their cows past security.
There are three components to a fight: Luck, skill, and tools. Luck is pretty global and can't really be harnessed. Skill is developed through practice. Tools include how fit your ship is, what ship it is, etc.
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A hundred bouts, and luck will be safely written out of the equation. What's left is skill and tools. Skill is acquired or innate, though generally the more you play the more skilled you become. Tools are your ship type, your load out, how many SCBs you bring, this is all based on your credits. A major factor for tools is having/bringing SCBs. Like cargo racks do for trading, SCBs have a pretty direct affect on general combat. Bringing more cargo racks or SCBs will make you more effective in general trading or general combat. However, more cargo racks and more SCBs don't necessarily have the same kind of affect on the more refined versions of the activity, such as smuggling or white hot PvP. There are other factors that determine success in a more direct way such as your ship's heat, or your weapon choice.
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When people complain about PvP being ruined by SCBs, they are upset that their general combat ships (which focus in endurance and attrition) take too long to kill the other ship. This is exactly like taking a T9 toaster oven with 500t of cargo smuggling and complaining that you're getting scanned. Limiting SCBs to one per ship in attempt to get people to stop complaining about long fights is like limiting cargo racks to one per ship to get people to stop trying to stealth their cows past security.
I don't like them, takes all the fun out of PvP.
That would be a bit extreme, but people are right when they say they are to important to pass out which is the real issue here.
A simple limit of 2 shield cells and some new defensive modules for more competitions would ultimately reduce people's dependency over SCBs, as well as add more choices for builds.
Yes, but that doesn't address the issue that they aren't exactly fun to use or fun to play against--they don't really "follow the rules" of other things that draw on the capacitor, like weapons and boosting.
I have read this exact suggestion. Here and in two other threads about this topic. Long story short, tying it to SYS doesn't solve the problem and only further increases the disparity between smaller and large ship combat due to distributor scaling. My post informed readers that I felt the limit SCB suggestion is as ridiculous as suggesting to limit cargo racks. This is only not constructive if you don't care about my opinion. You do care about what others have to say, don't you? Because you'll hurt my feelings if you don't.That was some creative thinking there, suggesting an alternate mechanic - one that involved a "hold down to dump SYS into Shield" mechanism.
Your response wasn't constructive. I don't believe you actually even read the suggestion before you brought out the hackneyed and dodgy "cargo rack" thing.
And five SCBs will easily multiply your shield generator's effective protect by zero if your shield generator is brokenTo be honest, I don't see any useful analogy between cargo racks and Shield Cell Banks.
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One Shield Cell bank can multiply the base Shield Generator's effective protection by four, easily.
Two Shield Cell banks can multiply the base Shield Generator's effective protection by, say eight.
Add some more, and you can multiply up to twelve or thirteen.
I'd like to see you give my opinion a little more consideration before you try to chop it down in favor of something you think sounds really good.And, please, at least read peoples' suggestions and ideas before you sarcastically criticise them. It would be helpful to have a bit less "ruthless" defence of Shield Cell Banks, and a bit more intelligent consideration.
So not a lot like cargo racks, then.And five SCBs will easily multiply your shield generator's effective protect by zero if your shield generator is broken
Cargo racks will easily multiply your profits by zero if you're scanned with illegal goods.
Cargo racks will easily multiply your profits by zero if you're scanned with illegal goods.
Edit: sorry, less than zero. Something negative.
And another: Trying to break an analogy by pulling it out of context is just plain trolling, so please don't continue. Seriously. This is like me saying that you can't compare SCBs and cargo racks because they're spelled differently.
SCBs aren't nearly as potent to the PvP subset of combat, just like cargo racks aren't nearly as helpful to the smuggling mission subset of trading. Don't call SCBs broken or needing to be fixed when you take a combat ship into PvP, just as you would not call cargo racks broken or needing to be fixed if you take a trader into a smuggling mission.
Well, what you describe is the other extreme. On one hand, we see encounter that consist of two sides spamming SCBs until eventually, after a long time, one side runs out of cells and runs away. On the other hand, you have the possibility for encounters where someone's shields drop within mere seconds with little chance to prevent it, or do anything about it once the shields have failed.
As far as I know, SCBs were originally conceived in part to alleviate the second situation, but created the opposite problem.
What I would like to see, with SCBs or without, is a return to the old status quo when before SCBs and big ships. Way back when there was basically nothing bigger than a Cobra (Anacondas and T9s exists relatively early on, but were of marginal interest because they were seen too rare and T9s don't even really matter for these considerations), and before shield boosters (I have nothing against shield boosters, btw) where the fixed passive shield regeneration felt decent enough and in protracted battles, you would see shields fail but eventually get restored again on their own, too.
I do not think that an emergency tool like SCBs is bad in principle, to the contrary, but the way they and the surrounding metagame work at the moment, they destroyed that initial feeling of combat.
I have been a proponent of limiting SCBs to 1 per ship as a quick fix, a way to address the endless spamming and the module-shuffling, the latter being something that I find absolutely awkward and never felt like something the SCBs were intended to promote (like, when the SCB nerf increased their power draw, it seemed FD didn't even consider that SCB stacking already meant you would toggle them on and off on demand anyway, and therefore the nerf mostly hit smaller ships that already struggle for power, not Pythons or Anacondas filled to the brim with SCBs).
I still believe this would be a massive improvement over the current status quo, but I have eventually come to the conclusion that a better idea would be to completely redesign SCBs into almost the opposite of what they are now. So here is my current proposal for a complete redesign of SCBs:
- SCBs are a buffer for SYS power, no longer requiring ammo.
- After purchasing or turning on an SCB, it needs to charge its internal capacitator from SYS.
- When that capacitator is full, the SCB can be fired at will, depleting its entire charge.
- You can have multiple SCBs, and they will behave like chaff, i.e. not firing together, but sequentially. (You could press the SCB key binding in quick succession to fire multiple SCBs almost simultaneously, of course, but you wouldn't need to deal with fire groups just to prevent them from going all off at once.)
- Firing an SCB has the same effect as it does now, with one major change: they also work when the shields are down, spending their stored power to speed up the shield reinitialization.
- When you toggle an SCB off, it immediately loses its charge.
- When multiple SCBs are depleted, they recharge sequentially, starting with the weakest or strongest one (not sure which way around it would be better).
- SCB recharge rate depends on class and rating, so that generally, SCBs of the same rating recharge at the same speed between all classes, but of course draining more from SYS the higher class. In other words, a C2 SCB and a C4 SCB all take the same time to regenerate (provided sufficient SYS power), but the C4 SCB drains SYS more during that time, because it also stores a bigger charge.
- The amount of power an SCB stores is equal to what it can put into the shields, and not necessarily equal to a full SYS bar (it could be less or more, depending on the sizes and ratings of the two modules).
Now please hear me out, for here comes my reasoning and some of the consequences I hope/expect such an implementation would have:
- If you want to use multipe SCBs, you need to keep them powered. The option remains, but removes the awkward module juggling while at the same time turning their passive power draw into a meaningful consideration, not something to just shrug off at the press of the "OFF" button.
- SCBs become more of a once-in-a-while tool instead of something to be spammed non-stop, due to their single-charge nature, you won't be able to fire many dozens in succession, but will have to wait for them to recharge.
- If you have multiple SCBs, you now have complete ad-hoc control how many fire. Each press of the SCB button activates the strongest charged SCB without any need to deal with extra fire groups just to manage the SCBs.
- It is now an option to not spend an SCB before the shields are down, but do a gamble whether the opponent will get through the shields at all, or will do much hull damage afterwards (remember, 1.4 will address power plant sniping), and if you lose that gamble, the SCB doesn't turn into dead weight, but remains a tool to speed up recovery.
- There is the distinct possibility that, due to their regenerative, ammo-less nature, that SCBs might now provide a real solution to the problem of long passive shield regeneration, because they can short-circuit the 1MJ/s passive regeneration by sending a large chunk of energy into the shields, previously drawn from SYS. Therefore, indirectly, they also serve the purpose of speeding up regenerating between fights by speeding up the effective rate of SYS->shields energy transfer. Using them in this manner also provides an interesting trade-off: having your SCBs depleted between two engagements, you won't have them all recharged in the next fight already, and you will need to keep pips in SYS if you want them to regenerate while you are fighting.
- That "SCBs empty, immediately head back to rearm" moment is gone, too. They are now a tool both for emergency and sustain, actually increasing their overall utility in a much more flexible way.
- It is conceivable that there could be equivalent devices for ENG and WEP, that store extra energy for these capacitators in exactly the same manner. WEP and SYS cell banks could even provide for a real trade-off, and combat ships could come wit a mixed loadout of various types of cell banks, while traders might prefer, for example, only ENG and SYS cell banks. (Please note that I am against the idea of a universal cell bank, precisely because that would eliminate the need to think through your loadout and what type of cell bank you want to bring into battle.)
- The entire notion of "shield potions" is replaced with a flexible module that integrates into other ship functions (power management).
I do support SCBs and would rather they remain for the most part unchanged, however I take issue with this paragraph.The argument that SCBs make it too easy to complete NPC-hunting missions is simply a lie. In my Clipper with the best possible SCB, I can barely pirate 5 canisters of cargo from an NPC before running all the way out of SCB ammo, unless I kill them (and for undermining missions you lose 20 merits when you kill them). If I take on an Anaconda and it has any form of support wing, I still risk death, even with an SCB. From my perspective anyway, it really does not feel overpowered, and further, why should YOU care I do when I play PVE? If you don't like SCBs for PVE, then don't use them; nobody's forcing it on you. Does it really bother you THAT MUCH that another player is out there, somewhere, using an SCB? If so then, I'm sorry to say, you should probably take a break from computer games and get some perspective.
I do support SCBs and would rather they remain for the most part unchanged, however I take issue with this paragraph.
1) I know the clipper has pretty meager shields but if you can get five canisters before completely running out of SCBs, something is definitely wrong with your strategy.
2) Someone else using something you feel shouldn't be used is indeed quite a problem. You are being forced to use them if you wish to remain competitive. Just because I don't combat log, does that make it okay for others to? Should I feel like I need to take a break and get some perspective if I get upset when someone combat logs? Another example, if I like high waking from piracy, and I don't do it, does that make it wrong for me to become upset if someone else does it?
No, not really. Within reason, at least. I mean, if you start screaming at the screen then yeah, you probably need a break.
Again, prefacing with I completely agree that SCBs aren't nearly as big an issue as people make them out to be. They're fine. We are in agreement about this.What I do in solo mode, however, does not affect you. So as long I'm not using an exploit to make infinite money, then shut up about it.
Again, prefacing with I completely agree that SCBs aren't nearly as big an issue as people make them out to be. They're fine. We are in agreement about this.
However, things people do in solo do affect me. Even if I cannot witness it and even if I have no idea it's happening - everything another CMDR does affects my galaxy. This is true for every game mode except shadownban.
If another CMDR undermines using SCBs, their SCB use affects my galaxy when the system goes into turmoil.
If another CMDR escapes an NPC pirate using submit jump, their escape affects my galaxy when the CG contribution threshold is pushed out of my reach.
etc etc.
The post was illustrating different ways that personal player actions that I may be completely unaware of could influence my game.Er, I'm still kinda new and don't know all the undocumented game mechanics yet. How does escaping an NPC pirate affect a "CG contribution threshold"? For that matter, what is a "CG contribution threshold?" And what does it have to do with SCBs?
Anyway I do see your point about how SCBs could affect the outcome of PowerPlay, but I'm not sure how that affects you as a player, since your income from your Power remains the same regardless of what happens to the Power. You can still fortify and get merits... or am I missing something?
Also what is "shadowban"?
Require more capacitor management when using shield cell banks.
Re-tool cell banks to quickly recharge shields that have dropped. A cell bank can quickly recharge a large portion of the red circle to get your shields back up quickly.
Make Cell banks require power to hold their charges
Make SCB's generate lots of heat when they overcharge shields
Limit Cell banks to 1 per ship
I don't like this suggestion. I think this should be an absolute last resort, but it is a quick-fix and makes sure that player's don't have the boring experience of pecking away at shields for 40 minuets with no result. This fixes the player/player interaction, but does nothing else to address the problem.