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Post by nemoricus on Oct 23, 2011 1:46:37 GMT 10
If players choose to crawl around in heavy, invincible ships, then it's their own fault if they're bored. I can't stand to have a slow ship myself, and nothing drives me quite so crazy as having to wait long periods to get to interesting places on the map.
Personally, I think independent shields would add to the tactical variety in the game. For example, it would make a
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shaped ship particularly viable, since if one set of shields go down, you can rotate a fresh set into place while the others regenerate.
It also gives some strength to hit and run tactics, since you can show the enemy your intact rear shields as you retreat if your forward ones go down.
Also, it doesn't make sense that you should be wary of picking up shields as you're scavenging, lest you drop your shields and become easy prey for an opportunistic boot/jacker. This could be fixed instead by making newly added shields take on the current health of the shield pool. IE, if your shields are at half strength, any new ones will also be at half strength.
And finally, ships with lots of overlapping shields look downright ugly as well as slow. I build my ships with an eye for how they look as well as how they perform, after all, and I think that many players do the same.
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Post by abewell on Dec 11, 2011 16:42:17 GMT 10
Originally had this posted in bug reports thread since I thought this shield behavior was a bug, then found this topic on page 2. I understand the issue and respect Farbs' decision to remedy it, but it takes the fun out of shields, at least for me. While they are still a valuable addition to a ship/build they are definitely not as worthwhile as they used to be.
I feel like from a game play point of view, it doesn't really make sense either. All the lasers/weapons don't fire at the same time/rate, nor do the engines. Yet, all shields are either on or off. So, shields draw from/share the same energy, but every other ship part doesn't? So from a game logic/story point of view how does this make sense? The inconsistency seems a bit off balance.
I definitely would rather have the current system with frequent shields appearing, than making shields more rare. It is a fun item to use on a build/ship and making it hardly available in the game would be lame. But, maybe a different solution to pooling should be simply making shields offer less protection per level, but operate independently of each other. Then if a person decides to stock up on them, they wouldn't be uber strong.
Since there hasn't been too much discussion on this maybe it's not that big of an issue community wide and there are more important CJ things to work on, but 1 more person here would enjoy seeing something different.
Stay cool Farbs,
Abewell
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orinn
Alpha Rank
Posts: 8
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Post by orinn on Dec 20, 2011 2:27:26 GMT 10
After seeing all this hate, I wanted to add that I love the new shield system. It keeps me from building a ship made entirely out of shields and layering them like I used too. I cant make an invincible ship like I used to. I have to think about shield placement. I dont grab scrap if there are other ships around, I wait for the call clear. If you reduced that start up time people would just hot swap shields in combat. If you needed to do add something a shield health bar might do the trick, and it would show percentage left. You can still build a tank ship, you just have to layer the shield sideways only exposing part of the ship. Think of it like you put your shields on your spine every space of it, them from the left or the right you could take a stupid amount of damage because any shot would hit one shield generator.
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Post by Cpt. GrimResistance on Dec 20, 2011 7:13:26 GMT 10
Just make an energy pool that shields, weapons, and thrusters all use. If you have a lot of shields you can't have so many weapons/thrusters. And energy modules like oxy modules. This way shield layering wouldn't really be a problem because while you'd have a lot of defense you wouldn't have a lot of offense/maneuverability. I think I read that Farbs had this idea originally and I think it's the best way to do it.
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Post by abewell on Dec 21, 2011 12:06:37 GMT 10
RE: Cpt. GrimResistance's last post 1st: DoTT was such a fun game back in the day, sweet pic 2nd: I like the idea of the energy module, anybody else ever play Stratosphere en.wikipedia.org/wiki/Stratosphere:_Conquest_of_the_Skies. There was a similar mechanism in that game that offered a nice balance.
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Post by ggodeye on Jan 9, 2012 5:31:09 GMT 10
After seeing all of this hate... I also want to thank Farbs for this awesome game. I think the game is far too easy as it is and that the shield pooling change was overly compensated for by the addition of Planck shields. You gave us shields with less mass and far more flexibility. It requires very minor tweaks to ship design to make better defended ships than were possible in alpha 0.4.
The real issue is that intelligent blurst shield arrangement makes this game a joke.
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Post by Captain Michaela Nul'dolaer on Aug 24, 2014 20:30:27 GMT 10
Yeah, it does.
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