The SCB (Shield Cell Bank) Thread

And the other Point is: There could be 20 small Ships guarding a Conda/Cutter/Corvette... target number 1 would be still Conda/Cutter/Corvette
 
Because, as with all things, there are rules. You can. You can buy an SCB, only the payoff on that is heat generated. Okay - you take a high speed charger to your phone, what's going to happen? A: You get power loss as generated heat. B: You battery is going to get damaged.

Yes, the efficiency is down, but you get a faster charger. Why not the same idea to shields ? Why dont use the power/module management to give more power to shields heal faster ?

But rw stuff aside. Owning a 'Conda in the game is the closest thing you can get to pay to win. Turn up in a conflict and you might as well all go home, the 'Conda is here. FDev have stated that was never the intention, ergo, the spiking of SCBs and the restoring of skill=win, rather than size=win.

I disagree with "pay to win". The anaconda and big ships needs a good pilot. No skill=booom. And the anaconda have a target painted with magnetic ink in your power plant, so without a good pilot, any other ship can destroy it.

Again, all the problems with the SCB is because of the ridiculous long time to regenerate the shield.

My idea:
Bigger power plant + bigger power distributor + higher class of shield module = faster shield recharge.
SCB = Shield Cell Battery = A way to give a booster to shield to regenerate faster (from disabled) and not to recharge a shield, like is today. After use, the battery will be recharged at some low rate. Only one by ship.
 
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Seriously? Best point you could produce? Seriously?

No. You're right. That was kinda lame. I'll do better.

Go fly a vulture. Simples!

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Yes, the efficiency is down, but you get a faster charger. Why not the same idea to shields ? Why dont use the power/module management to give more power to shields heal faster ?



I disagree with "pay to win". The anaconda and big ships needs a good pilot. No skill=booom. And the anaconda have a target painted with magnetic ink in your power plant, so without a good pilot, any other ship can destroy it.

Again, all the problems with the SCB is because of the ridiculous long time to regenerate the shield.

My idea:
Bigger power plant + bigger power distributor + higher class of shield module = faster shield recharge.
SCB = Shield Cell Battery = A way to give a booster to shield to regenerate faster (from disabled) and not to recharge a shield. After use, it will be recharged at some low rate. Only one by ship.

Still doesn't address the fact that you have a bigger ship to cover. So where is the balance. If that is the case, you then have to revisit every ship underneath the 'Conda and tweak their shield times. Because you can't have a 'Conda shield regen quicker than a vulture's... The Vulture has far less shield to regenerate and does not need so much energy to do it, and therefore if the Conda can recharge quicker, so can the other ships and where do you stop?

You are right, that it is about skill. Well now you have to have more skill. And what is so bad about that?
 
Given your suggestions I'm actually left wondering who would ever want to fly anything bigger (except perhaps for trading or exploration)... That doesn't sound too interesting.

Lots of people do trading and exploration, and find it interesting.

If you want to be king of the hill in combat (which sounds like it *might* be the thing you are talking about as *interesting*) then in fact you will want to use a dedicated combat ship for that. The Anaconda is not a dedicated fighting ship and therefore *should* require a lot more skill to take in to combat, not just magic potions.
 
Go fly a vulture. Simples!

Fun fact: I fly a Vulture... still I don't like the changes because they make module switching nonsense.
Without module switching flying a power hungry ship like the Vulture is only half the fun.

[video=youtube;Th4gZsnuECA]https://www.youtube.com/watch?v=Th4gZsnuECA[/video]
 
Still doesn't address the fact that you have a bigger ship to cover. So where is the balance. If that is the case, you then have to revisit every ship underneath the 'Conda and tweak their shield times. Because you can't have a 'Conda shield regen quicker than a vulture's... The Vulture has far less shield to regenerate and does not need so much energy to do it, and therefore if the Conda can recharge quicker, so can the other ships and where do you stop?

We will stop when the shield recharge is fair enough to each ship. Maybe every ship needs to be manually tweaked. But at least, FD will fix the root of the issue. My opinion of course.

And I fully agree, the anaconda, corvette, cutter cant be more faster than a vulture. But it can be a lot more faster than it is now. But remember, that big ships produce more power. A more useful power management needs more skill ... (if I remember correctly, Bridge Commander had a nice power management)

You are right, that it is about skill. Well now you have to have more skill. And what is so bad about that?

Nothing bad about more skill. I just dont want to wait an absurd time ( I dont have much time to play) only to my shield starts to recharge. And I dont think the SCB is the real problem or the solution.
 
Lots of people do trading and exploration, and find it interesting.

This whole thread is kind of ABOUT combat, so... yeah. :p

If you want to be king of the hill in combat (which sounds like it *might* be the thing you are talking about as *interesting*) then in fact you will want to use a dedicated combat ship for that. The Anaconda is not a dedicated fighting ship and therefore *should* require a lot more skill to take in to combat, not just magic potions.

But the same will apply to ANY larger ship, not just the Anaconda. If I understand it, there are new dedicated large combat ships coming out, and it seems those will be affected as well.
 
I still think that larger shield generators should recharge shields a bit faster, the highest the grade, the faster the recharge. Even if they are larger and should logically take longer to recharge, they should recharge a little faster.
 
And I've already made Michael admit to the vulnerability of modules that seem to only be addressed by Horizon's synthesis system (or Sandro taking a serious look at module health). Which is the whole problem with armor tanking being negligible in large scale fights.

Please don't ignore part of the conversation just because it is convenient, I held the dialogue for your supportive evidence to be available to begin with, so I know well of what Michael/Sandro said.

where can we read Michaels responce I found Sandro's here https://forums.frontier.co.uk/showthread.php?t=200980&p=3107557&viewfull=1#post3107557

See above link!
I still think that larger shield generators should recharge shields a bit faster, the highest the grade, the faster the recharge. Even if they are larger and should logically take longer to recharge, they should recharge a little faster.

I like this bit...
2. We're retaining the heat penalty for cell use, but improving heat sink effectiveness. So you can still stack cells, as long as you are able to spend the heat sinks.
 
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If that is the case, you then have to revisit every ship underneath the 'Conda and tweak their shield times. Because you can't have a 'Conda shield regen quicker than a vulture's... The Vulture has far less shield to regenerate and does not need so much energy to do it, and therefore if the Conda can recharge quicker, so can the other ships and where do you stop?

Disagree. I'm a fan of mechanisms which stop the "potioning" of SCB stacking, but a flat rate 1MJ/s recharge across all ships is ludicrous.

I still think that larger shield generators should recharge shields a bit faster, the highest the grade, the faster the recharge. Even if they are larger and should logically take longer to recharge, they should recharge a little faster.

Attempting to apply some "realistic" logic to it - shield recharge rates should be a factor of power plant capacity -> power distributor capacity -> pips in SYS -> shield generator input capacity. Whether you're flying an Eagle or an Annie shouldn't matter - it should be about how quickly you can get those MJ into the capacitors of the shield generator (assuming that the shields are essentially a battery of some sort, holding power which is discharged on hits).
 
How much of a deterent is the heat generation of the SCBs?

For those of you who have played around (I haven't), if you just use your SCBs just as before, apart from the pretty new sparks, what is the real downside? Is it just that now, not only do you need to go and refill your SCBs after half a dozen uses, but also now just pay for the 20-30% module damage?
When I use a SCB I have two options:
One I stop firing my weapons to prevent overheating beyond repair.
Or option two fire a SCB and a heat sink at the same time. Other than that is business as usual, you carry as many as you want, turn off and on as you like but now you wait for the bar to fill for the module come online.
 
Disagree. I'm a fan of mechanisms which stop the "potioning" of SCB stacking, but a flat rate 1MJ/s recharge across all ships is ludicrous.



Attempting to apply some "realistic" logic to it - shield recharge rates should be a factor of power plant capacity -> power distributor capacity -> pips in SYS -> shield generator input capacity. Whether you're flying an Eagle or an Annie shouldn't matter - it should be about how quickly you can get those MJ into the capacitors of the shield generator (assuming that the shields are essentially a battery of some sort, holding power which is discharged on hits).

You have missed out <size of the shield - Mass to be protected> That does not figure in your calculation. They don't put those stats in the outfitting just for fun.

An Eagle's shield has to cover the mass of the Eagle vs the Anaconda... you have a awful lot more mass to protect.
 
A recent development from Huawei allows for speed recharging of batteries. They can, in five minutes, recharge their battery to 68%. However, it's only a 600 whatsits battery, when most mobiles have a 3000 whatsits battery.

However big the pipe to the battery is, it still has to fill a bigger hole, a bigger bucket. The biggest ships in the game should have the longest charge time otherwise there's some cheating going on. And no-one likes cheating...

And if this is a thread all about combat, why even bother mentioning your Anaconda. It's a multirole, not a combat ship!!!
 
A recent development from Huawei allows for speed recharging of batteries. They can, in five minutes, recharge their battery to 68%. However, it's only a 600 whatsits battery, when most mobiles have a 3000 whatsits battery.

However big the pipe to the battery is, it still has to fill a bigger hole, a bigger bucket. The biggest ships in the game should have the longest charge time otherwise there's some cheating going on. And no-one likes cheating...

Right. But again, the problem is the absurd time to recharge a disabled shield versus the use of SCB spam to avoid the shield to be disabled. Like I said, the SCB is a band aid, when the fix to SCB spam is just to fix the shields recharge time.

No one want the anaconda or any other ship to get the shields up in 5 seconds. But I dont think it is fair to wait 10, 15 minutes (is that right ? I dont remember) to shields get up again. At least 5 minutes at anaconda, maybe 6 in cutter... I dont know, I dont remember how much time takes to get the shields up.

And if this is a thread all about combat, why even bother mentioning your Anaconda. It's a multirole, not a combat ship!!!

At least for me, I dont care if its a anaconda or a vulture or some multirole ship.
In my humble opinion, the shield recharge time is the problem of SCB spam.
 
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