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[OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 4:15 pm
by Zireael
Would it be possible? It would cost one h*** of money, but would be nice...
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 5:44 pm
by Gimi
Zireael wrote:Would it be possible? It would cost one h*** of money, but would be nice...
This and an extra laser cooler thingy has been discussed before. The conclusion by most, if not all, people here is that it would unbalance the game to much in favour of the player regardless of price. Whether it is possible or not, I have no idea.
But since I am all for choice, I wouldn't mind if someone made this, but I would not install it.
There is already extra/naval energy units that affect your energy recharge rate though.
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 6:17 pm
by Zireael
Well, the choice is yours.
And I mean, maybe it would be restricted to ships that have Extra or rather Naval energy unit (maybe it needs more energy
).
Remember that I think some uber-pirates (Random Hits or Tough Guys) might use the thing too!
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 6:58 pm
by Thargoid
It's actually very easy to do by OXP.
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 7:04 pm
by Zireael
So, any chance we see them? TL 14, of course, like Military Shields?
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 7:13 pm
by Thargoid
Maybe next week, when I get bored again.
Too much to do at home this weekend.
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 7:15 pm
by TGHC
If you do, make them ridiculously expensive.
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 7:48 pm
by Smivs
and make sure they only work in the presence of Trumbles
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 7:52 pm
by Switeck
"Derived from Constrictor technology..."
The new Military Shield Recharging System now quick-dumps spare energy into the shields.
(You'll need at least 5 energy regen rate to use...)
You will need at least an extra energy unit or naval energy unit *AND* military shields before you can buy this... (ruling out Anacondas, Pythons, and I think Boa 1's.)
...And this should cost at least 100k credits. (roughly double military shields)
Also only available on ships that have at LEAST 3 energy banks. This rules out stuff like Cobra 1's and Fer de Lances. Otherwise, this device is almost too dangerous to have.
energy -> shields conversion ratio should be only about equal to whatever it was before, just at an uglier/quicker rate. So if both front and rear shields are regenerating, your energy banks will likely be drained dry.
This is why it should quit working if spare energy is <64 (1 energy bank).
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 8:03 pm
by Zireael
Switeck wrote:"Derived from Constrictor technology..."
The new Military Shield Recharging System now quick-dumps spare energy into the shields.
(You'll need at least 5 energy regen rate to use...)
You will need at least an extra energy unit or naval energy unit *AND* military shields before you can buy this... (ruling out Anacondas, Pythons, and I think Boa 1's.)
...And this should cost at least 100k credits. (roughly double military shields)
Also only available on ships that have at LEAST 3 energy banks. This rules out stuff like Cobra 1's and Fer de Lances. Otherwise, this device is almost too dangerous to have.
energy -> shields conversion ratio should be only about equal to whatever it was before, just at an uglier/quicker rate. So if both front and rear shields are regenerating, your energy banks will likely be drained dry.
This is why it should quit working if spare energy is <64 (1 energy bank).
Heck, Switeck, are you reading my mind? That's almost exactly what I thought, just put in a better way!
Re: [OXP idea] Faster regenerating shields
Posted: Sat Mar 05, 2011 8:44 pm
by Switeck
Here's a thought: if at <2 energy bars full (<128 energy) but above 1 energy bar, only fast-recharge the lowest shield (front or rear). Chances are, it's the one taking hits anyway...
Re: [OXP idea] Faster regenerating shields
Posted: Sun Mar 06, 2011 4:11 am
by Sarin
Hm. Is it possible to alter shield strength too now? I was thinking...ships like Kirin should definitely have bigger shields than Cobby MKIII, tho maybe at the cost of decreased regeneration. And small ships should have lighter shields....
Re: [OXP idea] Faster regenerating shields
Posted: Sun Mar 06, 2011 8:02 am
by Switeck
Shield strength is all the same for player ships.
OXPs can just screw with it by changing the current amount of "shield points" you have towards a fixed maximum. It can't be made to make head-on missile hits consistently survivable in my experience.
Re: [OXP idea] Faster regenerating shields
Posted: Sun Mar 06, 2011 8:17 am
by Thargoid
Correct on the shield strength maximum - all we can do is change the value by scripting.
And you may well find that IronHide will assist significantly in missile survival now, although it does of course depend strongly on what you're flying, and also on what missile got thrown at you (and also how far away from you it actually detonated).
Re: [OXP idea] Faster regenerating shields
Posted: Sun Mar 06, 2011 10:47 am
by DaddyHoggy
And remember anything we do to make shields better is really an unfair advantage for the player as NPC ships do not have shields, so this isn't equipment that they could be spawned with that would actually benefit them and therefore actually help balance the game back out...