I've been digging a while through the forums now, and there are still some issues when it comes to Shield cell banks and balance. I thought I'd take a look and offer some suggestions to address the problem of shield cell banks. I hope this will be a great resource for the devs and the commanders curious on the subject.
The commentary will keep a few thoughts from the dev. in mind, specifically:
From Here
So, from what I gather, I think the issue is not one of strict imbalance caused by SCB's between the different ships (I think that's more of a symptom than the underlying problem, really), but it's that shield cell banks are not fun to use, are not fun to fight against, and interact very little with the heat management, capacitor energy management, or the power management of your ship.
In other words, they feel like you're quaffing down a "be-all-and-end-all" health potion rather than piloting a starship.
So, with that in mind, here's a few humble suggestions. Keep in mind, when I say, "interaction" I don't mean "balance". When I mention "interaction" I'm mentioning that, "interacting with the ship, NPC, or player while using shield cell banks should be fun" SCB's right now are un-fun for everyone. Let's fix that. Let's make SCB's fun:
Require more capacitor management when using shield cell banks.
-Have the recharge actually draw power from the SYS capacitor, just like firing a weapon. This adds to more of those cool choices we already have in combat. Do you throw all pips to ENG and maneuver or keep them in shields so you'll have enough to fire those cell banks? Or do you recklessly throw four pips to WEP in order to keep all your lasers firing? Capacitor management should definitely be a large part of using cell banks, just like it is with maneuvering or shooting.
Re-tool cell banks to quickly recharge shields that have dropped. A cell bank can quickly recharge a large portion of the red circle to get your shields back up quickly.
This suggestion, while changing the role of cell banks, makes combat more dynamic and presents more choices to players. When your shields drop do you try and fire up the bank to try and gain some shields? Or do you instead flip on silent running and fire the heatsinks? Additionally, it makes combat more interesting. With shields switching between off-and-on again more rapidly, it will make more weapons useful throughout combat, and give reason to target the shield generator module. Changing cell banks to restore downed shields gives both the attacker and defender more fun options in combat.
This dynamic makes player/player and player/npc fights more interactive and fun, plus it's fun on the player/ship side as well, hopeing that circle fills up and becoming relieved once shields pop back online. Plus, the larger ships will no longer have to wait a long time for their shields to recharge.
Make Cell banks require power to hold their charges
This would address more address the symptom of ships stacking SCBs, but still, the suggestion has merit. By requiring SCB's to have power, it gives more of a meaningful decision to make in the outfitting section. Now stacking SCB's will still be possible, but also have diminishing returns and require sacrifice in weapon and module selection. This suggestion doesn't do much to help player/ship interactions, but it does address the symptom of imbalance, and could address player/player interaction.
Make SCB's generate lots of heat when they overcharge shields
This promotes good cell-bank management and gives them a drawback, but does not do much to fix the
player/player interaction.
Limit Cell banks to 1 per ship
I don't like this suggestion. I think this should be an absolute last resort, but it is a quick-fix and makes sure that player's don't have the boring experience of pecking away at shields for 40 minuets with no result. This fixes the player/player interaction, but does nothing else to address the problem.
Perhaps with a combination of these suggestions (and others on the forum), cell banks can finally be fun to use, and fun to play against.
The commentary will keep a few thoughts from the dev. in mind, specifically:
Don't get me wrong, I don't want shield cell banks to be the "be all and end all" of module selection; we going to keep an eye on them once the changes roll out, it will be great to get feedback from the player base, and if more tweaks are required (even to the point of cool down usage, one cell bank only etc.) we won't be afraid to implement them. I'm certainly not going to sit here and announce that "everything is awesome! Tss, mm, tss, mm, tss, mm".
I simply disagree with the notion that because they can create imbalance - they should be dropped. In my opinion, given the amount of imbalance it's possible to create for any situation - this argument is not strong enough to sway me.
From Here
So, from what I gather, I think the issue is not one of strict imbalance caused by SCB's between the different ships (I think that's more of a symptom than the underlying problem, really), but it's that shield cell banks are not fun to use, are not fun to fight against, and interact very little with the heat management, capacitor energy management, or the power management of your ship.
In other words, they feel like you're quaffing down a "be-all-and-end-all" health potion rather than piloting a starship.
So, with that in mind, here's a few humble suggestions. Keep in mind, when I say, "interaction" I don't mean "balance". When I mention "interaction" I'm mentioning that, "interacting with the ship, NPC, or player while using shield cell banks should be fun" SCB's right now are un-fun for everyone. Let's fix that. Let's make SCB's fun:
Require more capacitor management when using shield cell banks.
-Have the recharge actually draw power from the SYS capacitor, just like firing a weapon. This adds to more of those cool choices we already have in combat. Do you throw all pips to ENG and maneuver or keep them in shields so you'll have enough to fire those cell banks? Or do you recklessly throw four pips to WEP in order to keep all your lasers firing? Capacitor management should definitely be a large part of using cell banks, just like it is with maneuvering or shooting.
Re-tool cell banks to quickly recharge shields that have dropped. A cell bank can quickly recharge a large portion of the red circle to get your shields back up quickly.
This suggestion, while changing the role of cell banks, makes combat more dynamic and presents more choices to players. When your shields drop do you try and fire up the bank to try and gain some shields? Or do you instead flip on silent running and fire the heatsinks? Additionally, it makes combat more interesting. With shields switching between off-and-on again more rapidly, it will make more weapons useful throughout combat, and give reason to target the shield generator module. Changing cell banks to restore downed shields gives both the attacker and defender more fun options in combat.
This dynamic makes player/player and player/npc fights more interactive and fun, plus it's fun on the player/ship side as well, hopeing that circle fills up and becoming relieved once shields pop back online. Plus, the larger ships will no longer have to wait a long time for their shields to recharge.
Make Cell banks require power to hold their charges
This would address more address the symptom of ships stacking SCBs, but still, the suggestion has merit. By requiring SCB's to have power, it gives more of a meaningful decision to make in the outfitting section. Now stacking SCB's will still be possible, but also have diminishing returns and require sacrifice in weapon and module selection. This suggestion doesn't do much to help player/ship interactions, but it does address the symptom of imbalance, and could address player/player interaction.
Make SCB's generate lots of heat when they overcharge shields
This promotes good cell-bank management and gives them a drawback, but does not do much to fix the
player/player interaction.
Limit Cell banks to 1 per ship
I don't like this suggestion. I think this should be an absolute last resort, but it is a quick-fix and makes sure that player's don't have the boring experience of pecking away at shields for 40 minuets with no result. This fixes the player/player interaction, but does nothing else to address the problem.
Perhaps with a combination of these suggestions (and others on the forum), cell banks can finally be fun to use, and fun to play against.
Last edited: