Return shield regen in combat!

I propose that shield regen is added back during combat.

This can be balance with a relatively simple bonus/debuff to the res on Prismatic/Bi-weave shields. Balance by keeping a certain EHP balance like now(or whatever dynamics have to change from it countering weapons) and give shields new res values and whanot.

Bad Example:
Biweave could be reduce by 100/7th percent. -14.2857814...%(possibly including plasma)
Prismatic could have this added to all res to make up for the difference instead. Or even have a debuff as well to get them in line.

Or to keep bi-weave the same just add in a bonus to prismatic.

Whatever works. I'm sure more than this would need to be done. But a more interesting balance could be achieved without the old overblown shield sizes.

Multiweave could be buffed as well as high cap also if needed.

BTW, if the static bonus/debuf to shield res is too strong it could change with PIPs and go up to a maximum value. Debuffs could be static though, if needed, or various other changes to balance them properly. I'm not sure specifically at this point.

Better examples: (Thermal Fast charge shields) (High shield res cutter)

Bi-Weave:

I use have/had a ship with res leaving me at 12.6% damage not blocked for thermal/Kinetic.

68.5%+60%= 0.315*.4=.126

If this could res in combat with a size 8A biweave and fast charge you can do 6.67 damage divided by res above.

6.67/.126=52.93650793650793650794 dps blocked by shield regen.

If this is reduced by said percentage is is more manageable.

68.5%+60%-1.142785...= 0.315*.4*1.142857...=.144

6.67/.144 = 46.31944444444444444444 dps blocked by shield regen.

Absolute defense: 04*1.142857...=.0.54285714285714285714=54.285714%

6.67/0.45714285714285714286 = 14.59062499999999999991 Absolute dps blocked by shield regen.

Prismatic:

Current:

1.61/.126=12.77777777777777777778 dps blocked by shield regen.

Absolute defense: 1.61/0.4 = 4.025 Absolute dps blocked by shield regen.

68.5%+60%+1.142785...= 0.315*.4*0.857142...=.108

1.61/.126=14.90740740740740740741 dps blocked by shield regen.

Absolute defense: 0.4/0.85714285714285714286...=.0.34285714285714285714 1-0.34285714285714285714=0.65714285714285714286=
65.714285%

1.61/.0.34285714285714285714 = 4.69583333333333333337 Absolute dps blocked by shield regen.


Normal Shield: 8A


2.76/.126=21.9047619047619047619 dps blocked by shield regen.

Maybe give normal sheilds a 5.418719211822660098% bonus to res and no res to Prismatics.

.126*0.94581280788177339902=0.11917241379310344828
2.76/0.11917241379310344828= 23.15972222222222222142 dps blocked by shield regen.

Absolute defense: 04*0.94581280788177339902=.0.37832512315270935961
1-0.37832512315270935961= 0.62167487684729064039=62.167487684729064039%
2.76/0.37832512315270935961 = 7.29531249999999999992 Absolute dps blocked by shield regen.

* This makes normal shields have exactly half the regen of Bi-Weaves. Prismatics then have 3.625xless regen than Bi-Weaves and 1.8125xless than Standard Shields.


This all comes down to a DPS reduction and greater impact from res Plus a buff to general EHP. This could be adjust also by reducing overall values of res from modules to get the desired numbers. Even to maintain the current values while adding in the return from shield regen.

If it can be done I think it would add a fun dynamic back to the game. Didn't all the older games have this feature?

I wonder if this would allow things to be unerfed again like drag munitions and other engineering mods. I get the feeling the were developed when more of this sort of thing was supposed to still be in game. Greater dynamics in design should lead to more room for more features.

You could also have in game regen be reduced regen from the whole number. Or some combination of things.

I assume this makes bigger ships very tanky. But it might also allow for status effects to become stronger so smaller ships can counter DPS and help in less direct ways if things are unerfed to go with the changes. I assume status effects returning to past abilities or similar are better than damage buffs unless absolutely needed.

And would this cause a problem with only certain layouts being good and others suboptimal or is that not an issue or something that could be worked around. Although I imagine this could help smaller shields outside of being one shot. It should make everything a little more survivable, outside of getting one shot) and hopefully add more room for more interesting abilities to counter it. It should also make SLF more dangerous and give them more room for abilities and counters.

I wonder if power cells would be useful at this point if it's helpful to add Guardian shield items to add total MJ of shields.

Other values could be used to get a normal ration of 2:1 for Bi-weave and standard. Then the Prismatic can be balanced by how much that shifts in comparison to it's standard value.
 
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