The shield rework is partially complete on test.
The update is a work-in-progress. More functionality will be added over the next week which is not listed here. Values with code
formatting are subject to change and may be adjusted for balance.
All ships start with 2000
HP (visible as 2
green segments on the health bar). This pool of health will regen at 100
HP per second, or 1000
HP per second in safe zones. Once the base HP is full, this passive regen can fill other pools of health. The increased passive regen in safe zones will NOT fill additional pools of health past 10,000 HP.
Ships may add extra shield HP by placing 2x2 fluid tanks, each of which will provide 500
additional HP. Each tank will be visible as half a cyan segment on the health bar. Shield fluid is difficult to store in large quantities, so each tank will leak at 1%/second
. Passive regen will no-longer be able to fill past 10,000
extra HP (10
tanks).
Ships may increase their regen by placing 2x4 shield generators. These generators must be facing either a single tank, or a single shield generator.
Shield generators have an efficiency stat, which is dictated by the following formula: 1/(-px + p + x)
, where p = 0.95
and x is the total number of shield generators. This provides approximately:
100 HP/s at 1 generator
417 HP/s at 5 generators
690 HP/s at 10 generators
882 HP/s at 15 generators
1026 HP/s at 20 generators
Shield generators require power in the form of shield cores, which will power the generator for approximately 50 seconds (5000 HP at 100% efficiency). This power is consumed at a constant rate regardless of the generator's efficiency. The rate of consumption will only slow when a tank is almost full and needs to be topped off. Legacy shield boosters can also be used, but only power the generator for approximately 5 seconds (500 HP at 100% efficiency).
Shield projectors are used to activate groups of tanks of shield fluid. They can be switched on and off by clicking on them. Only active tanks count as usable HP. However, passive tanks receive a +100% bonus to generation efficiency and do not leak. Passive tank HP is visible as dark cyan bars on a ship's health bar.
The system is not complete, so here is some advice for designing that should cause minimal pain when the rest of the stuff is finished.
yes yes very cool, I am excited about the shield projectors. suggestion: make modders able to mod whatever the shield projector projects if anything comes out of it. (For example: if a hexagon image comes out of the shield projector, let modders change that png or image that comes out of the shield projector.)
I quite like this! Though, I would recommend making the shield components add a tiny bit of combat rating so people don't spam them on finchers.
Why u maked with 500 hp i can make again 1000hp was too funny with 1.53m hp was much funny
By Mr Gabriel
This will completely destroy small farmers. Please don't incorporate this update Small farmers don't have space for fuel tanks Many people loved the way dred was before
I think it is a good idea but it could be OP if used right. Very large ships could could use a lot of shield generators and fabs to constantly produce cores and just tank everything, making smaller ships a lot weaker than they already are. To solve this, it could contribute to combat rating or have the max Hp be based on how much shields you generate per second.
I don't think this is a good idea. Think about all those battleships out there that will have to completely rework their designs. Besides, it makes big ships too OP. The only reason I like these blocks is because of their funny collisions that I can toy with, and their textures look nice, and when recycled give a lot of metal(I'm rich if I take down a bunch of small ships then).
This is a very good Idea. Just saying, I often find that with these new game changing updates, it helps if you research a bit. Shields are not op, and even a max height ship with shields (I built) can't last too long in a good pin. It makes it a lot easier for non-clan players to play solo in finch. Also keep in mind that Cogg has his own test server, and he has done his research. The formula that he has used to regulate is very good for it's purpose. If you want a visual on it, you can plug it into a co-ordinate geometry program- like https://www.geogebra.org/calculator.
I am in full support of this update, and I believe it is just one step to making the gameplay more dynamic and easier for casual players (like myself) who clans like to kick because of inactivity. Well done, keep up the good work.
I agree with @Im 0r1ngeguy. Additionally I think that there should be a green transparent square that pops up when placing to show new players where to place things. I think that having the explanation in words is good to, but for some people who don't read english (or don't want to) there should be some sort of graphic UI.
I agree on some aspects with @iplaythis. Really small ships will have some difficulty killing big ships with fast regen. However, small ships are cheaper and aren’t going to kill many things effectively. If anything, the old heal system was far more imbalanced. A ship with enough spam healers could tank anything, while this new update balances things against clans and against medium-large ships in general.
I partly agree with ILXI, but if there's one thing that this update will result in is going to be a lot more ship spam, which will make it harder for non-clan people to fight clan ships. But this really solves their crew issue. The only thing you'll really need crew for is either blockspamming or mid-battle repairs, both of which can give you the ability to keep fighting. However, we might see smaller, more maneuverable ships start coming out in larger numbers with this regen to counter the larger, more tanky and less agile ships. Looking forward to this.
@Bubba123, I completely agree with this statement. I would go further to say that whatever buffs Cogg adds for crew needs to be worth it. I can definitely see this taking all of the spam healers out of the big ships and into affordable, more efficient smaller ships. However, I think that was one of the ideas with this update. Cogg said that he regretted most of the game being based around clans fielding the biggest and tankiest ships possible. The shields effectively nerf large ships and hand a bit of an advantage to slow ships. It still isn't by much though, and I think until the next pvp gameplay update, big ships will still be a big part (But slightly less big) of the game. The advantages of multi-crew ships still extend outside of healers (For example block spammers) and whatever buffs Cogg is developing. Big ships also still currently have more pushing force, and therefore a better pinning ability.
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