Reverberating Cascade Adjustment

Proposal:
  • Have reverberating cascade first damage shield boosters, then damage the shield generator
  • The most damaged booster takes the damage first. If all boosters are equally damaged (or not-damaged), a random booster is selected to take the damage. If no boosters have any integrity left, the shield generator takes the damage
    • The reason for this approach (instead of the damage being equally distributed) is to allow reverb cascade to dismantle the shield piece-by-piece. A few reverb cascade hits can still be useful in the form of knocking out a booster or two, instead of the current all-or-nothing situation.
  • Increase the percentage of damage done by the reverb cascade effect, to partially compensate for the vastly larger health pool it's now dealing with (all boosters + the generator)

Right now, reverb cascade is a very all-or-nothing type effect. If you have enough reverb torpedoes and / or mines hit, you completely destroy the opponent's shield. If you don't quite have enough though, and the opponent's generator is left with even 1% integrity remaining, you've effectively done nothing. If you're hitting your opponent with reverb weapons throughout the fight, there's 0 effect for most of it, then suddenly the entire shield collapses. Not very satisfying for anyone involved.

With this change, smooth progress would be made throughout the fight. Boosters would get knocked out one-by-one, taking the shield out chunk-by-chunk. Even if you don't have enough reverb ordinance to kill the shield generator and completely collapse the shield, you still can soften the shield up some (by killing boosters) to make the remainder easier to deal with using conventional weapons. Counter play exists in the form of using an AFMU to repair the boosters. As long as you have at least one booster alive, your shield generator is protected from the damage. Sure you lose the boosted shield value when the booster shuts down, but repairing the booster and putting it back online does restore the resistance increases, and restores your capacity should you get a moment to recharge / use an SCB.
 
I like this idea. It is well thought out, and has some valid arguments for being implemented.

Just as an idea for which shield booster takes damage first, what if the booster that gets damaged is the booster that is closest to the reverb munitions impact? Just picking a random booster seems a bit arbitrary to me.
 
I like this idea. It is well thought out, and has some valid arguments for being implemented.

Just as an idea for which shield booster takes damage first, what if the booster that gets damaged is the booster that is closest to the reverb munitions impact? Just picking a random booster seems a bit arbitrary to me.

That would make sense, but I figured a) it would be more complicated, and b) the attacker has no way to get specific information about which booster is doing what, so they'd have no way to make an informed decision anyway.
 
I don't like it, a Cutter can install up to 8 boosters. Reverb torps are my primary line of defence when flying a freighter in open. I don't have time to be eating through boosters with my limited torpedo capacity.
 
I don't like it, a Cutter can install up to 8 boosters. Reverb torps are my primary line of defence when flying a freighter in open. I don't have time to be eating through boosters with my limited torpedo capacity.
The proposal included increasing reverb damage a bit to compensate. Besides, knocking out the boosters of an engineered ship drastically reduced its shielding. Engineering the generator only goes so far.
 
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