An idea of how to rework shield cells

With the current debate on shield cells, some crying for nerfs, others saying that it's fine as it is, some wanting them to be removed entirely, and some wishing for a redesign of the module, I've been thinking about ways to potentially improve the mechanic of them. I fall into the last camp of people, and am in favor of their design being altered.

Currently, shield cells function similarly to health potions in games such as Diablo, leading many people to refer to them as "shield potions." Personally, I believe that a game as deep as Elite can do better than a simple potion mechanic. So, my basic idea is to redesign SCBs to be a skill based mechanic instead of a simple heal button, to make it fit better with the overall heavily skill-based combat philosophy of Elite.


- Instead of shield cells rapidly replenishing, have shield cells temporarily bolster your shields significantly for a short period of a second or so, with a reasonable cooldown to prevent spamming. This way, it becomes more context sensitive. You only want to bolster your shields when you're about to have some dangerous smackdown heading your way, right? Say, an anconda's PAC is heading right for you, and you can't stop it. You can however block it if you have good timing. Of course, those without good timing, intuition, reflexes, or predictive capabilities wouldn't be able to abuse shield cells this way very effectively.
-Furthermore, it could be useful if you see some jerk trying to ram you

I prefer a skill-based blocking mechanic, that is only as effective as the player using it makes it, as opposed to a useful in all situations healing potion. What do you guys think?
 
This sounds more like a shield in medieval times you describe here.

If you really need to have a skill cell bank, it should definitely use SYS pips to be usable at all, make them a hardpoint module, so you have to think about sacrificing firepower for defense. Using a skill cell has a cool down and only replenishes one ring per cell.

Skill has nothing to do with using cells. It is basically just a potion if you did tank damage you are supposed to evade.
 
That would make them pretty much worthless against any sort of sustained fire, like Anacondas who keep their laser turrets on you even if you fly behind them, which is what I currently use them for. I'm all for a nerf or change to shield cells, they're currently definitely way too strong - but I think a cooldown would be enough to make them acceptable, without changing their effect. Their spammability is what makes them "too useful" currently.
 
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I think shield cells were discussed ad nausam. Some nice suggestions were made that would make them still viable while less ridiculous. For instance, I would like to see introduction of shield penetrating ammunition.

Even though I hate shield cells with passion I think their current implementation must remain unchanged until the wing mechanic is implemented. Most of the bigger trader ships simply needs them for that extra protection and let's be honest... what sensible trader wouldn't hire an armed escort in this supposedly dangerous universe. Even NPC traders get help from authorities who will arive with some delay while player traders get none. To me the current implementation of shield cells is simply a bandaid.
 
Even NPC traders get help from authorities who will arive with some delay while player traders get none. To me the current implementation of shield cells is simply a bandaid.

Actually, if you enable "Report crimes against me", NPC Authorities will show up (Unless both ships are wanted, in which case there is no crime to report). And it is enabled by default.
 
Actually, if you enable "Report crimes against me", NPC Authorities will show up (Unless both ships are wanted, in which case there is no crime to report). And it is enabled by default.
I pirated quite a lot of people in secured systems and noone ever showed up so I don't know. They definitely had the time to do so thanks to chasing and scooping siphoned cargo. Maybe they were busy somewhere else.
 
That would make them pretty much worthless against any sort of sustained fire, like Anacondas who keep their laser turrets on you even if you fly behind them, which is what I currently use them for. I'm all for a nerf or change to shield cells, they're currently definitely way too strong - but I think a cooldown would be enough to make them acceptable, without changing their effect. Their spammability is what makes them "too useful" currently.

Anaconda's can't keep their beam turrets on you if you're directly behind them. In anycase, I don't think it would be a bad thing if anaconda's required more skill to solo.
 
Anaconda's can't keep their beam turrets on you if you're directly behind them. In anycase, I don't think it would be a bad thing if anaconda's required more skill to solo.

Some can't laser me when I'm behind them, but I've seen some who did. I just now killed one that was virtually helpless because I stayed behind it, but I've also encountered at least one Anaconda that just kept firing and hitting me anyway, and without shield cells, no amount of skill would've allowed me to win against it. I don't know if that was a case of different weapons loadout or some strange bug, but either way, slapping a cooldown on shield cells but keeping them as they are aside from that sounds like it'd fix their currently overpowered nature just fine, I think.
 
That's an interesting idea. Also, they could add a cool down following use and limit the number of cells equipable per ship.
 
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