...and like in annother thread regarding SCBs most commanders argue in a way to promote their own playstyle. In short: "My super agile combat ship should also be (nearly) on par with the python/anaconda in terms of overall shield performance". E.g. all suggestions which allow to use only one SCB; yes, this is VERY good for your combat ship, isn't it? As long as this stays I can't take them serious. My preferred combat ship is the FAS, not espeacially famous for it's shield capability, but in HI RES and even in conflict zones it is more effective than my conda, so I don't see the big problem. I made a suggestion in this thread for small/medium balancing, to bring the SCBs a bit more on par with the hull reinforcements, but major changes are not required in my opinion.
...and like in annother thread regarding SCBs most commanders argue in a way to promote their own playstyle. In short: "My super agile combat ship should also be (nearly) on par with the python/anaconda in terms of overall shield performance". E.g. all suggestions which allow to use only one SCB; yes, this is VERY good for your combat ship, isn't it? As long as this stays I can't take them serious.
My preferred combat ship is the FAS, not espeacially famous for it's shield capability, but in HI RES and even in conflict zones it is more effective than my conda, so I don't see the big problem. I made a suggestion in this thread for small/medium balancing, to bring the SCBs a bit more on par with the hull reinforcements, but major changes are not required in my opinion.
...and like in annother thread regarding SCBs most commanders argue in a way to promote their own playstyle. In short: "My super agile combat ship should also be (nearly) on par with the python/anaconda in terms of overall shield performance". E.g. all suggestions which allow to use only one SCB; yes, this is VERY good for your combat ship, isn't it? As long as this stays I can't take them serious. My preferred combat ship is the FAS, not espeacially famous for it's shield capability, but in HI RES and even in conflict zones it is more effective than my conda, so I don't see the big problem. I made a suggestion in this thread for small/medium balancing, to bring the SCBs a bit more on par with the hull reinforcements, but major changes are not required in my opinion.
I don't think that's fair. For example, if you check my suggestion - https://forums.frontier.co.uk/showthread.php?t=150794
...you notice it's attempting to simplify SCBs down and prevent non-stop use of them for extended times. In short, you can have only one SCB. A small SCBs will only for example allow one use over say X minutes, medium ones two, and large three.
While initially I suggested no ammo should be used, I've since changed my mind to prevent CMDRs just sitting in RES/CZs forever.
In short, it's trying keep the general behaviour of SCBs now, but without allow the situation where you can sit there daisy chaining a dozen or more uses.
42, the reply is 42....
PS: Geek joking...
You can only fit one SCB module to a ship, and it would be available in different sizes.
A small ship could only fit a small SCB module, where as a large ship could fit any size SCB module etc.
A small SCB module would only contain a single charge, where as a large SCB module may contain upto 3 charges. As such a small ship can only recharge its shields once in X (eg: 5) mins? Where as an Anaconda (with a large SCB module) could do say 3 consecutive shield recharges within that time.
When a charge has been used from an SCB, it will take many minutes (eg: 6) for that charge to become available again (assuming the module is kept powered).
A large SCB module (3 charges) as well as being huge, so requiring a lot of cargo space, would also require significant energy usage. A small SCB module (1 charge) would require far less cargo space, and less energy usage.
In the case of a multiple charge SCB module, after using a charge, if another (charge) is still available, there would be a short delay (10-20 seconds?) before it could be used.
There would be only a very short delay between activing an SCB recharge and it being applied (eg: just 2-3) seconds. As long as the shields are still up, the charge will be applied (over a few seconds).
An SCB charge would replenish say 3 shield rings on an average setup.
Each usage would still use ammo, but your SCB would have multiple ammo (eg: 5-10).
This was your suggestion so let's see:
The anaconda and the clipper both have a class 6 internal as their best possible fit for their SCB = huge shift into the direction of the clipper
It is also very difficult to balance. If you want to balance it like the existing ship capability the "huge class 6" must be 5? times more powerful than the class 5 and what means avarage setup? Sorry, I bet I missed something because of lack of time to analyse your suggestion and don't take it as an insult, please!
No... All good stuff!
In my spiel I do have "A large SCB module (3 charges) as well as being huge, so requiring a lot of cargo space, would also require significant energy usage", so if we consider your Anaconda vs Clipper, an Anaconda has a size 8 Power Plant, where as a Clipper has a 6. So hopefully, the Clipper could indeed be able to fit in a large SCB, but chances are it would have to forgoe on a lot of weapons etc? In reality it would probably have to settle for a small/medium depending on other energy uses?
So hopefully it allows people to do extreme things (eg: put a large SBC in a clipper) but there would be penalty.
Sorry can you explain? An example maybe?Also energy usage is not the best sollution, because the normal spare energy for each ship is often not far apart from each other.
Yes, I see your issue. My analogy is very poor/vague!And I see still problems with your "An SCB charge would replenish say 3 shield rings on an average setup". Let's take the class 4 module: Is the average setup a FDL with 700 shield or a cobra with 100 shield? Or works that class 4 module somehow magically different for each ship type?
Sorry can you explain? An example maybe?
I reiterate that it makes no sense to change SCBs. Or anything else for that matter.
This is a simulated universe. My ship has SCBs. What are you proposing? That elves come in the night and rewire them? What in-game story explanation would there be for the operation of SCBs suddenly changing?
If we're going to be altering the game-universe, why not just make all planets into earthlike planets while we're at it? That'd be a nice update for explorers. But you don't see explorers here begging Frontier for that. Because it's supposed to be hard to find earthlike planets. Just like it's supposed to be hard to kill other people in PVP.
So I would appreciate it if you'd all quit thinking about the game in terms of how you'd change what is already in the game. Personally, I think it would be incredibly lame for Frontier to change things that are already in the game, because it makes no sense how those things would change. I bought SCBs and equipped them onto my ship; unless they get destroyed why should they ever go away? It's hardware. If I login one day and they're not there anymore, or they don't work the same anymore, that would be totally unrealistic. What would the in-game explanation be? That the SCB company issued a firmware update to the SCBs that bricked a bunch of them? What if I said my guy has a firewall that blocks firmware updates?
I'll quit if they start mucking around with the existing simulated hardware, which works perfectly, and is perfectly fair since all the same gear is available to all players. If they're going to make changes they should concentrate on adding new features and fixing the numerous bugs and issues, many of which still linger after having been reported many many months ago. THAT is what will retain the player base and bring more noobs into the game for you to all get your PVP fix against.
It seems you're completely missing the mark. SCBs are fine, stacking them is not. When PvP is reduced to who has the most SCBs stacked, I think there is a problem.
Perhaps were overlooking a simple solution. Limited banks to one per ship, have something like a five minute cooldown in between uses. This would effectively make it so that they would be used once in an average encounter. Perhaps you could make it so that small banks recharge a smaller portion of shields but recharge faster. Also make it so that using one drains pipa from sys just like boosting does from engines as someone else suggested.