[RFC] Shield Booster mechanics rebalance (adding balanced trade-offs)
Ok, I have raised this idea in several places and it seems some are opposed and some support the idea so I thought a thread dedicated to discussing the pros and cons of the idea (and possible alternatives) would be a good idea.
N.B. I apologise in advance for the length of this OP but I feel my ideas need to be spelled out in order to avoid any misunderstanding about the overriding intent.
Overview
I think there is a general consensus that having shield strengths at very high levels relative to ship size can result in rather unbalanced and OP gameplay even when engineering is not taken into consideration.
The only approach to this that I have heard of ever being trialled in a Beta is essentially to try and introduce an artificial ceiling to the effect of boosters so that over a certain level of boost the additional boosters provide a lesser boost effect. This seems to have been thoroughly rejected by many parts of the community.
My alternative idea which I believe has never been tried (please correct me if I am wrong) is to reduce the absolute shield regen in some proportion to the amount of boost provided by shield boosters.
Detailed Baseline Proposal
Currently the maximum number of Shield Boosters you can have fitted to a ship is 8 Class A boosters which provide a baseline shield boost percentage of 160% so based on this builds of this type without engineering should still be reasonably feasible. Given this, I put forward a proposal to reduce the absolute shield regeneration rate by half the cumulative percentage shield boosters provide. This would mean that with 8 non-engineered Class A shield boosters fitted the shield regeneration rate would be reduced by 80% meaning the absolute regeneration rate would be reduced to 20% of what the baseline shield would be capable of without shield boosters.
Now with L5 engineering, I believe the maximum total potential shield booster percentage is 320% (or the equivalent of 16 boosters), this leaves us with a problem because using the shield regeneration penalty I have outlined above would lead us into negative shield regeneration rates (in theory). However, I have not disregarded this potential situation, and propose that all natural shield regeneration be cancelled out for the shield boost levels in the range 200% to 320%.
The above would mean that CMDRs would become almost completely dependent on SCBs for shield regeneration when shields are boosted to triple the base level and beyond. Given this, it is also proposed that SCBs also have their effectiveness reduced in proportion to shield booster percentages but this should not be too punishing and still feasible. Given this, I also propose that SCBs have their effectiveness reduced by a quarter of the cumulative shield booster percentage.
Using the above guidelines the following examples would be the case:-
The above proposal is my preferred solution but I do have a more lenient alternative proposal to be considered...
Alternative Proposal
Given the maximum theoretical Shield Booster multiplier is 320% the shield regen rate could be reduced by a quarter of that and SCBs would remain as-is.
Using the modified guidelines the following examples would be the case:-
I am guessing that this alternative proposal would be easier for FD to implement since it is a purely linear approach to rebalancing. I am also guessing that most people would probably find this alternative proposal more palatable since no current builds would end up with shield regeneration being completely negated.
Summary
Overall, the above proposals are intended to not be too harsh to existing builds while still addressing the OP nature of shield stacking meta-builds.
I should add I am not after any credit, praise, or other form of kudos for presenting this idea for consideration. I just ask that the idea be subjected to a fair and reasonable discussion, with perhaps the most viable and acceptable proposal resulting from this discussion given at least a chance in one of the Betas. Due to the nature of the change, perhaps it could be included in one of the public open betas.
@ Community: Now I am pretty sure the above ideas will be not be popular with at least some people but I ask you to keep an open mind and propose a viable alternative that might be widely acceptable. I believe we can rule out capping shield strength and removing engineering upgrades would not address the underlying OP baseline meta-build concept. I fully expect the above to make some of my builds a bit more challenging but I suppose that is the overriding idea, none of us should feel like we are some kind of god even when playing PvE - although personally, I do find even my limited shield booster usage almost god like at times and fun to me because of it.
Ok, I have raised this idea in several places and it seems some are opposed and some support the idea so I thought a thread dedicated to discussing the pros and cons of the idea (and possible alternatives) would be a good idea.
N.B. I apologise in advance for the length of this OP but I feel my ideas need to be spelled out in order to avoid any misunderstanding about the overriding intent.
Overview
I think there is a general consensus that having shield strengths at very high levels relative to ship size can result in rather unbalanced and OP gameplay even when engineering is not taken into consideration.
The only approach to this that I have heard of ever being trialled in a Beta is essentially to try and introduce an artificial ceiling to the effect of boosters so that over a certain level of boost the additional boosters provide a lesser boost effect. This seems to have been thoroughly rejected by many parts of the community.
My alternative idea which I believe has never been tried (please correct me if I am wrong) is to reduce the absolute shield regen in some proportion to the amount of boost provided by shield boosters.
Detailed Baseline Proposal
Currently the maximum number of Shield Boosters you can have fitted to a ship is 8 Class A boosters which provide a baseline shield boost percentage of 160% so based on this builds of this type without engineering should still be reasonably feasible. Given this, I put forward a proposal to reduce the absolute shield regeneration rate by half the cumulative percentage shield boosters provide. This would mean that with 8 non-engineered Class A shield boosters fitted the shield regeneration rate would be reduced by 80% meaning the absolute regeneration rate would be reduced to 20% of what the baseline shield would be capable of without shield boosters.
Now with L5 engineering, I believe the maximum total potential shield booster percentage is 320% (or the equivalent of 16 boosters), this leaves us with a problem because using the shield regeneration penalty I have outlined above would lead us into negative shield regeneration rates (in theory). However, I have not disregarded this potential situation, and propose that all natural shield regeneration be cancelled out for the shield boost levels in the range 200% to 320%.
The above would mean that CMDRs would become almost completely dependent on SCBs for shield regeneration when shields are boosted to triple the base level and beyond. Given this, it is also proposed that SCBs also have their effectiveness reduced in proportion to shield booster percentages but this should not be too punishing and still feasible. Given this, I also propose that SCBs have their effectiveness reduced by a quarter of the cumulative shield booster percentage.
Using the above guidelines the following examples would be the case:-
- No shield boosters - shield regen and SCBs at maximum effectiveness
- 1 Class A shield booster (+20% shields) - shield regen would be reduced to 90% of the base regen rate, and SCBs would be 95% effective
- 2 Class A shield boosters (+40% shields) - shield regen would be reduced to 80% of the base regen rate, and SCBs would be 90% effective
- 3 Class A shield boosters (+60% shields) - shield regen would be reduced to 70% of the base regen rate, and SCBs would be 85% effective
- 2 Max L5 High Capacity Engineered Class A shield boosters or 4 Class A shield boosters (+80% shields) - shield regen would be reduced to 60% of the base regen rate, and SCBs would be 80% effective
- 5 Class A shield boosters (+100% shields) - shield regen would be reduced to 50% of the base regen rate, and SCBs would be 75% effective
- 3 Max L5 High Capacity Engineered Class A shield boosters or 6 Class A shield boosters (+120% shields) - shield regen would be reduced to 40% of the base regen rate, and SCBs would be 70% effective
- 7 Class A shield boosters (+140% shields) - shield regen would be reduced to 30% of the base regen rate, and SCBs would be 65% effective
- 4 Max L5 High Capacity Engineered Class A shield boosters or 8 Class A shield boosters (+160% shields) - shield regen would be reduced to 20% of the base regen rate, and SCBs would be 60% effective
- 5 Max L5 High Capacity Engineered Class A shield boosters (+200% shields) - natural shield regen would be negated, and SCBs would be 50% effective (2 SCB charges required to provide the baseline benefits of 1 SCB charge)
- 6 Max L5 High Capacity Engineered Class A shield boosters (+240% shields) - natural shield regen would be negated, and SCBs would be 40% effective
- 7 Max L5 High Capacity Engineered Class A shield boosters (+280% shields) - natural shield regen would be negated, and SCBs would be 30% effective
- 8 Max L5 High Capacity Engineered Class A shield boosters (+320% shields) - natural shield regen would be negated, and SCBs would be 20% effective (5 SCB charges required to provide the baseline benefits of 1 SCB charge)
The above proposal is my preferred solution but I do have a more lenient alternative proposal to be considered...
Alternative Proposal
Given the maximum theoretical Shield Booster multiplier is 320% the shield regen rate could be reduced by a quarter of that and SCBs would remain as-is.
Using the modified guidelines the following examples would be the case:-
- No shield boosters - shield regen and SCBs at maximum effectiveness
- 1 Class A shield booster (+20% shields) - shield regen would be reduced to 95% of the base regen rate, and SCBs would be 100% effective
- 2 Class A shield boosters (+40% shields) - shield regen would be reduced to 90% of the base regen rate (shields would take about 11% longer to regenerate), and SCBs would be 100% effective
- 3 Class A shield boosters (+60% shields) - shield regen would be reduced to 85% of the base regen rate, and SCBs would be 100% effective
- 2 Max L5 High Capacity Engineered Class A shield boosters or 4 Class A shield boosters (+80% shields) - shield regen would be reduced to 80% of the base regen rate (shields would take about 25% longer to regenerate), and SCBs would be 100% effective
- 5 Class A shield boosters (+100% shields) - shield regen would be reduced to 75% of the base regen rate, and SCBs would be 100% effective
- 3 Max L5 High Capacity Engineered Class A shield boosters or 6 Class A shield boosters (+120% shields) - shield regen would be reduced to 70% of the base regen rate, and SCBs would be 100% effective
- 7 Class A shield boosters (+140% shields) - shield regen would be reduced to 65% of the base regen rate, and SCBs would be 100% effective
- 4 Max L5 High Capacity Engineered Class A shield boosters or 8 Class A shield boosters (+160% shields) - shield regen would be reduced to 60% of the base regen rate (shields would take about 60% longer to regenerate), and SCBs would be 100% effective
- 5 Max L5 High Capacity Engineered Class A shield boosters (+200% shields) - shield regen would be reduced to 50% of the base regen rate, and SCBs would be 110% effective
- 6 Max L5 High Capacity Engineered Class A shield boosters (+240% shields) - shield regen would be reduced to 40% of the base regen rate, and SCBs would be 100% effective
- 7 Max L5 High Capacity Engineered Class A shield boosters (+280% shields) - shield regen would be reduced to 30% of the base regen rate, and SCBs would be 100% effective
- 8 Max L5 High Capacity Engineered Class A shield boosters (+320% shields) - shield regen would be reduced to 20% of the base regen rate (shields would take about 5 times as long to regenerate), and SCBs would be 100% effective
I am guessing that this alternative proposal would be easier for FD to implement since it is a purely linear approach to rebalancing. I am also guessing that most people would probably find this alternative proposal more palatable since no current builds would end up with shield regeneration being completely negated.
Summary
Overall, the above proposals are intended to not be too harsh to existing builds while still addressing the OP nature of shield stacking meta-builds.
I should add I am not after any credit, praise, or other form of kudos for presenting this idea for consideration. I just ask that the idea be subjected to a fair and reasonable discussion, with perhaps the most viable and acceptable proposal resulting from this discussion given at least a chance in one of the Betas. Due to the nature of the change, perhaps it could be included in one of the public open betas.
@ Community: Now I am pretty sure the above ideas will be not be popular with at least some people but I ask you to keep an open mind and propose a viable alternative that might be widely acceptable. I believe we can rule out capping shield strength and removing engineering upgrades would not address the underlying OP baseline meta-build concept. I fully expect the above to make some of my builds a bit more challenging but I suppose that is the overriding idea, none of us should feel like we are some kind of god even when playing PvE - although personally, I do find even my limited shield booster usage almost god like at times and fun to me because of it.
Last edited: