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Alena Ventrallis
The Neutral Zone
733
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Posted - 2014.02.21 06:31:00 -
[1] - Quote
MAke shield regen at a percentage of total shield instead of a set number. As your shield goes up, the number increases proportionally.
Let's arbitrarily pick 10%. So at 200 shield, you regen 20 hp/s. but at 500 shield, you regen 50hp/s.
Energizers are multiplicative to this. So a 50% energizer would make the new shield regen at 15%hp/s (50% of 10% is 5%)
This makes shields have the regen capabilities they need to have, doesn't break energizers, and makes shield tanking more viable than it is now.
Best PVE idea I've seen.
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D34NOS MAZDA
WASTELAND JUNK REMOVAL Top Men.
317
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Posted - 2014.02.21 07:58:00 -
[2] - Quote
This would break the game and shields would be way OP especially the with the new heavies coming out. Shields already regen 4x quicker than armour (excluding reppers).
I just think that extenders need a small buff and things would be fine.
Shamefully I can't give you a -1
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Lynn Beck
Granite Mercenary Division Top Men.
803
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Posted - 2014.02.21 08:55:00 -
[3] - Quote
Other games did this, but this led to a point where you could sit in a battleship, and tank fire from 10-30 fighters and still have full after a while.
I'd rather deal with the current system, where scouts regen at 40-50, but have 100-300 max shield, heavies have 600-800 shield, but that regens at 20-30
No SP refund=academy stomping FOR DAYYZ
Proud owner of 69 'Fleshriver' Nk's.
No i don't buy AUR
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Auris Lionesse
Capital Acquisitions LLC Renegade Alliance
254
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Posted - 2014.02.21 09:33:00 -
[4] - Quote
shields should rep passive.
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Slen Kaleth
BlackWater Liquidations INTERGALACTIC WARPIGS
106
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Posted - 2014.02.21 16:46:00 -
[5] - Quote
It would be inline with EVE shields. I think it should be also Suit based. Each suit has a pre set time for fully charged. |
Rizlax Yazzax
Molon Labe. General Tso's Alliance
62
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Posted - 2014.02.21 19:13:00 -
[6] - Quote
A fair idea but a fixed regen time regardless of shield HP could go horribly wrong. The upcoming Caldari heavy for one. With an already tiny recharge delay, it would be able to duck under cover, wait a few seconds and jump back out ready to go. I understand shields are meant to be hit and run but with naturally high regen you can spend more time in combat, with less time recovering.
Since armour is high combat, high recovery - giving shields the ability to be high combat, low recovery would tip the scales. Not to mention even more brick tanking on shield and armour suits alike. |
Alena Ventrallis
The Neutral Zone
745
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Posted - 2014.02.21 19:19:00 -
[7] - Quote
10% was a number to illustrate a point. It could be 7% for instance. But shields are supposed to be kings of regen, so let's make them kings, instead of Dukes as they are now.
Best PVE idea I've seen.
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Ankbar Latrommi
S.e.V.e.N. General Tso's Alliance
85
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Posted - 2014.02.21 19:53:00 -
[8] - Quote
They should regen exactly like they do in Eve-O: percentage based, but that percentage is not static. It is strongest at about 36%. The numbers may not be the same, however. There are different tactics to consider in play here. A ship brought to it's max passive regen can be overwhelmed quite easily--all it takes are the guns on the field. However in an FPS like Dust a person could always take cover right when shield regen is strongest and then pop out. If you couldn't basically alpha him he'd live. So the numbers would need to be different so it still worked in an FPS genre, but it would make sense that they work in similar ways since it's the same universe.
Reiner Knizia-"When playing a game, the goal is to win, but it is the goal that is important, not the winning."
Eve> FPS
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bogeyman m
Learning Coalition College
118
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Posted - 2014.02.21 20:28:00 -
[9] - Quote
Alena Ventrallis wrote:10% was a number to illustrate a point. It could be 7% for instance. But shields are supposed to be kings of regen, so let's make them kings, instead of Dukes as they are now.
Noting that there are currently NO shield restoring nanohives, rep tools or injectors, I like this idea. However, the numbers would need to be reduced for it to work. I think starting with a maximum regen rate (maybe 33%, including all modifiers) and working back from that should be the plan.
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