Jathniel
Ahrendee Mercenaries
1476
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Posted - 2015.02.15 05:44:00 -
[1] - Quote
Breakin Stuff wrote:alright knuckleheads I'm gonna throw out a concept and we're going to break it, then see if we can put it back together in a semi-balanced way:
Shield recharge is the keystone of shield tanking.
So let's look at the reps. there's no shield transporter, and I'm willing to bet that's a ways off.
So let's look at the two recharge delay penalties. We have two, which seems redundant.
So let's assume the only recharge delay we keep is the depleted delay. Regen happens until your shields pop.
What breaks?
Can you think of a way to mitigate this?
Bear in mind the recharge penalty on extenders is a depleted delay penalty, so it doesn't affect the "Your shields are at half" delay.
No recharge delay and only depleted delay? All shield suits break. Regen doesn't happen gradually, the regen amount is always steady. If it says it regens at 50 hp/s, it literally gives you an instant fat 50 points of HP every second. Only the animation on the indicator shows a gradual change.
Shield suits will break. Especially during direct strafing combat. Shield suits would be invincible to almost all weapons except ones with the highest alpha.
Solutions. This can be mitigated by many means: 1. Percentage-based Shield Failure - The total %age of the shield = the total %age of damage deflected from armor. Shields full, zero damage to armor. Shields at 50%, 50% projectile damage bleeds through to armor. Etc. (Demonstrated HERE.)
2. Delayed Recharge Delay - Current recharge delay mechanics don't initiate until total shield %age drops below 50%
3. Aggression Penalty - Shields continue to regen no matter what damage is sustained. But firing your weapon halts the regen, for 0.5 seconds.
4. Flux Penalty - Flux grenades knock shields and regulators offline, AND triple depleted delay.
5. Passive Energy Consumption Penalty - Sprinting, moving, and firing have cumulative effects of reducing regen speed. 30% each.
6. Keep the current recharge delay, and add a damage threshold.
Retired
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Jathniel
Ahrendee Mercenaries
1476
|
Posted - 2015.02.16 19:58:00 -
[2] - Quote
I believe the OP was asking for actual proposals gentleman... He already knows things would break without a regen delay.
It's an "intellectual exercise" asking the community to conceptualize a balance mechanism. It is NOT an attempt to promote or support null-regen delay shields. Please read the OP again. Key lines emphasized.
Breakin Stuff wrote:alright knuckleheads I'm gonna throw out a concept and we're going to break it, then see if we can put it back together in a semi-balanced way:
Shield recharge is the keystone of shield tanking.
So let's look at the reps. there's no shield transporter, and I'm willing to bet that's a ways off.
So let's look at the two recharge delay penalties. We have two, which seems redundant.
So let's assume the only recharge delay we keep is the depleted delay. Regen happens until your shields pop.
What breaks?
Can you think of a way to mitigate this?
Bear in mind the recharge penalty on extenders is a depleted delay penalty, so it doesn't affect the "Your shields are at half" delay.
Hypotheticals. We're dealing with hypotheticals.
I cannot believe how I just read 2, nearly 3, full pages of 'why shields should or shouldn't' have a recharge delay, when that's NOT what the OP asked for.
Don't be thrown off by this:
Breakin Stuff wrote: this is a mental exercise to see if the concept easily breaks under the strain of math. if it doesn't, then well we may have found the buff shields needed.
Because you already know what breaks. Just stick to solutions. SOLUTIONS.
Retired
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