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 Base shields are useless! Needs to be changed 
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Joined: Wed Aug 11, 2010 4:05 am
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-Once in battle, the shields on the base recharge so slow that it doesnt make difference
-There is no ability to restore base shields
-At the highest level, plating offers 30K points, shields 20K points, and you can restore hull points during battle. No brainer here, stack up on hull.

Maybe have it so base shields recharge at a higher rate if its been attack with-in the last 10mins? Shields have more points then hull? Different dmg calculation if your causing dmg to shields vs hull?


Sat Jul 30, 2011 2:03 pm
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Joined: Sun Sep 19, 2010 6:52 am
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-1
my base shield recharge rate stopped us from taking any damage , it would make it to hard to kill high level bases.

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Sat Jul 30, 2011 9:03 pm
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Joined: Fri May 06, 2011 3:18 am
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-1
our level 5 base has 60K shields, and our hull is double that

I'd hate to see what the dysonians and the knights who say ni's level 7 bases are at

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Sat Jul 30, 2011 9:58 pm
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Joined: Tue Aug 10, 2010 8:40 pm
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OK here is the deal, yeah they are 20k not 30k, but the recharge is 2% per 2 minutes. So every 100m shields charge up. With hull, normal repair is 4hr or 240 minutes. So the actual health recovery rate is faster for shields.

Now, that's not including the (limited) ability pts based repairs and buff. If you have 10 fixers or more, then you can buff the hull and repair it 100%. While this is better, its not sustainable. Basically you get all 12 defense modules then do either 100% hull or almost all shields except maybe 1 hull module. This depends on whether you want passive or ability based defending and how often a real threatening legion locks your base.

It's possible that just abilities will keep most ppl off your base, this may not be true for higher legions. Note that with 60 fixers, +600% hull buff, basically your base would be invincible, but is it limited to 50% buff ?

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Sat Jul 30, 2011 11:16 pm
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Joined: Wed Nov 10, 2010 2:44 am
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BinaryMan wrote:
OK here is the deal, yeah they are 20k not 30k, but the recharge is 2% per 2 minutes. So every 100m shields charge up. With hull, normal repair is 4hr or 240 minutes. So the actual health recovery rate is faster for shields.

Now, that's not including the (limited) ability pts based repairs and buff. If you have 10 fixers or more, then you can buff the hull and repair it 100%. While this is better, its not sustainable. Basically you get all 12 defense modules then do either 100% hull or almost all shields except maybe 1 hull module. This depends on whether you want passive or ability based defending and how often a real threatening legion locks your base.

It's possible that just abilities will keep most ppl off your base, this may not be true for higher legions. Note that with 60 fixers, +600% hull buff, basically your base would be invincible.

if you went full shields... 12x 20k shields = 240000... 2% of that is 4800... that's a small amount restored every 2 minutes if you're being pounded

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Sat Jul 30, 2011 11:20 pm
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Joined: Wed Apr 13, 2011 11:39 am
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Perhaps a module that takes similar space of shields and adds a boost to regen but lowers total shields by a % value.
Something like
Phase plasma repeaters -
size 2
recharge 100 shield every minute (6,000 per hour)
reduce total shield capacity by 10%

Yes these values could be off this is merely to demonstrate what they could be like.

Another idea of course is to have a base ability to apply regen for X hours
Yet another could be to have an ability that lasts a very short amount of time with a medium cool down that allows players to charge base shields at the cost of their own.
IE base is at 0 shields but 5 players after activating this ability can siphon their shields to the base. Each player has lets say 3,000 shield thus instantly boosting the bases shields by 15,000 while reducing their shielding to 0 (at least until their own recharge comes in)
This ability would only last 5 minutes or perhaps even less.
That or you could apply player shield recharge to bases for the duration of this ability.


Sun Jul 31, 2011 7:57 am
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Joined: Thu Dec 30, 2010 12:09 pm
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Maico wrote:
Another idea of course is to have a base ability to apply regen for X hours
Yet another could be to have an ability that lasts a very short amount of time with a medium cool down that allows players to charge base shields at the cost of their own.
IE base is at 0 shields but 5 players after activating this ability can siphon their shields to the base. Each player has lets say 3,000 shield thus instantly boosting the bases shields by 15,000 while reducing their shielding to 0 (at least until their own recharge comes in)
This ability would only last 5 minutes or perhaps even less.
That or you could apply player shield recharge to bases for the duration of this ability.


the only thing I see wrong with this is that people could use shield amps, and then use that ability, so that would be 30k shields, and depending on how long the cooldown for that ability is, they could use a shield restorer and then use that ability again.

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Sun Jul 31, 2011 8:31 am
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of course, the other bonus of shields are that you don't have to pay to restore them.

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Sun Jul 31, 2011 8:32 am
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Kalos wrote:
Maico wrote:
Another idea of course is to have a base ability to apply regen for X hours
Yet another could be to have an ability that lasts a very short amount of time with a medium cool down that allows players to charge base shields at the cost of their own.
IE base is at 0 shields but 5 players after activating this ability can siphon their shields to the base. Each player has lets say 3,000 shield thus instantly boosting the bases shields by 15,000 while reducing their shielding to 0 (at least until their own recharge comes in)
This ability would only last 5 minutes or perhaps even less.
That or you could apply player shield recharge to bases for the duration of this ability.


the only thing I see wrong with this is that people could use shield amps, and then use that ability, so that would be 30k shields, and depending on how long the cooldown for that ability is, they could use a shield restorer and then use that ability again.


Well if they're active and have those artifacts why would that be a problem? especially if the ability requires a good amount of ability points and has a cool down on it. That's just smart playing really.


Sun Jul 31, 2011 9:11 am
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Joined: Sun Jul 31, 2011 12:00 am
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TheSpartan wrote:
-1
our level 5 base has 60K shields, and our hull is double that

I'd hate to see what the dysonians and the knights who say ni's level 7 bases are at


i met a Dysoneer in chat and he told me their base was lvl 8 with 1600 hull. i think he was trolling us really bad, but he said that a friend cheated because his base has 2 fermionic armors...


Sun Jul 31, 2011 9:21 am
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Joined: Sat May 07, 2011 11:01 am
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Steelk wrote:
TheSpartan wrote:
-1
our level 5 base has 60K shields, and our hull is double that

I'd hate to see what the dysonians and the knights who say ni's level 7 bases are at


i met a Dysoneer in chat and he told me their base was lvl 8 with 1600 hull. i think he was trolling us really bad, but he said that a friend cheated because his base has 2 fermionic armors...


You got trolled. Their base is level 7 for a start.

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Sun Jul 31, 2011 9:37 am
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Joined: Sun Jul 31, 2011 12:00 am
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thunderbolta wrote:
Steelk wrote:
TheSpartan wrote:
-1
our level 5 base has 60K shields, and our hull is double that

I'd hate to see what the dysonians and the knights who say ni's level 7 bases are at


i met a Dysoneer in chat and he told me their base was lvl 8 with 1600 hull. i think he was trolling us really bad, but he said that a friend cheated because his base has 2 fermionic armors...


You got trolled. Their base is level 7 for a start.


he told me they reached lvl 8 right as he told me my friend cheated


Sun Jul 31, 2011 5:33 pm
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