What about an SCB that instantly uses the charge you have in the "system" capacity towards your shields, once used, a timer dictates when you can use it again, if you use it too early you will fry your components and they will take damage.
If you want to also use it again you need to charge your "system" capacity bank again by applying powerplant power towards it.
Disclaimer, i do not want to nerf SCB's and tbh am not sure if this will make them too OP or too Nerfed. But SCB's would have infinite use until you are destroyed or need to repair.
The reason i am suggesting this however is because i've seen a lot of people saying that PVP is basically who has more SCB's and whoever runs out practically loses or has to run away.
Perhaps we should change this to a more skill based way of *when* you should use it, too late or too soon or just right.
I think as a balancing way, this would mean all ships would only be able to mount 1 module.
The benefits of only having to need 1 module would be more space to mount other modules like extra fuel tanks, ammo racks and extra armor or something. Which might make combat more interesting.
To add some more info to this suggestion.
What about a new range of weapons that are specifically used to counter shield cell banks. What this means is if player A has SCB's and player B doesn't, player B could opt to fit anti-SCB Weapons (ion cannon/ shield corruptor or something) that does no damage to hull but lots of damage to SCB components, but then again player B is vunerable to player C who has no SCB's yet has very strong hull weapons.
The result is a circle where player A is good against player C but player C is good against player B, whilst player B is good against player A's configuration.
Now this isn't meant to balance ship sizes, ship sizes should inherently mean stronger chance of winning because a couple of flies should not damage a giant anaconda, however, a swarm of flies should give a very good chance of beating an lone anaconda.
If you want to also use it again you need to charge your "system" capacity bank again by applying powerplant power towards it.
Disclaimer, i do not want to nerf SCB's and tbh am not sure if this will make them too OP or too Nerfed. But SCB's would have infinite use until you are destroyed or need to repair.
The reason i am suggesting this however is because i've seen a lot of people saying that PVP is basically who has more SCB's and whoever runs out practically loses or has to run away.
Perhaps we should change this to a more skill based way of *when* you should use it, too late or too soon or just right.
I think as a balancing way, this would mean all ships would only be able to mount 1 module.
The benefits of only having to need 1 module would be more space to mount other modules like extra fuel tanks, ammo racks and extra armor or something. Which might make combat more interesting.
To add some more info to this suggestion.
What about a new range of weapons that are specifically used to counter shield cell banks. What this means is if player A has SCB's and player B doesn't, player B could opt to fit anti-SCB Weapons (ion cannon/ shield corruptor or something) that does no damage to hull but lots of damage to SCB components, but then again player B is vunerable to player C who has no SCB's yet has very strong hull weapons.
The result is a circle where player A is good against player C but player C is good against player B, whilst player B is good against player A's configuration.
Now this isn't meant to balance ship sizes, ship sizes should inherently mean stronger chance of winning because a couple of flies should not damage a giant anaconda, however, a swarm of flies should give a very good chance of beating an lone anaconda.
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