Possible way to fix Hull V. Shield advantage

It is well-known that hull-tanking is much more effective than shield-tanking.  This has emerged as a major problem in practically every space game, and I believe that this idea can help tame its effects.  Some details will have to be worked out, of course, but here is the premise:

 

Physically, the ship’s shields prevent foreign particles and energies from entering its field—they protect the hull by “shielding” it from harmful objects.  It is also well-known that a ship does not do too well if it does not have a shield—it prevents the ship from sustaining damage and repairing itself in a stable environment.  It therefore makes little sense to me how a hull can be repaired while shields are down.  Wouldn’t there be damage to the inside of the ship through the vacuum of space if there were any damage to the hull?  Using this idea, I propose a slight modification to the way that ship hull/shield mechanics are determined.  Suppose an empire ship loses 100% of its shield strength.  That ship would then steadily (and I mean SLOWLY) lose hull integrity until the shields come back up (which is only like a second or two).  I do not mean recover to 100% strength, but rather…say 5% strength.  I believe that this short duration would prevent annoying hull loss for a simple loss of shields, but it might be significant enough to help overcome the stark advantages of hull-tanking if shields stay down continuously during a dogfight.

 

Who knows, perhaps it might even be lore-friendly to have Jericho ships have passive resists to this effect, since they were exiled by empire hundreds of years before “present day.”  Their ships are supposed to be more technologically advanced, if I remember correctly, so maybe they should have this basic advantage against an inherently stronger mechanic.

 

I am not sure if this suggestion makes complete sense, but if it does not, please ask your queries and post your thoughts in a respectful and mature way.

well when you find out how to actually play, you end up having both. 

 

for me on my guard, shield tanking is the most effective, on everything else, then yea hull tanking. but i do both. i dont put only hull tanking and some bad speed increase or anything to my shield slots. 

What I mean is that there is a very substantial difference between the efficiency of hull-tanking and shield-tanking.  My suggestion is to help, at least low-tier, Jericho ships from getting stomped by Empire pilots just because of their race choice.

Shield is more fragile to shoots than hull. I would say, that base resists of shields should be increased, and/or its regen speed. Not to mention that you can shoot shielded opponents easier due to larger hitbox.

I will say that the way to balance shield tanking, is giving jerry ships more shield regen speed. But only jerry ships. Fed ships already have speed as tanking, and empire ones don’t need more tanking!

I will say that the way to balance shield tanking, is giving jerry ships more shield regen speed. But only jerry ships. Fed ships already has speed as tanking, and empire don’t need more tanking!

 

+1

another problem is the shield hitbox is alot bigger than the hull hitbox

Make it like in Freelancer… (but put Jerry ships with more advantages when it comes to shield, like a Eviscerador said about shield regen or something)

All Empire ships have bonus stats of +7% Weapon Damage.

 

It’s as easy as put as bonus stat on every Jericho ship this: “+50% Shield Regeneration”

Also buff the shield regen  modules, specially the one you put in the shield slot, the capacitor one is ok.

All Empire ships have bonus stats of +7% Weapon Damage.

 

It’s as easy as put as bonus stat on every Jericho ship this: “+50% Shield Regeneration”

Also buff the shield regen  modules, specially the one you put in the shield slot, the capacitor one is ok.

It’s true that jericho’s ships feel squishy… And that they don’t have any advantages to balance it. A faction wide advantage to up jericho’s shields seems the right way to do it without impacting the already good empire and fede ships.

It’s true that jericho’s ships feel squishy… And that they don’t have any advantages to balance it. A faction wide advantage to up jericho’s shields seems the right way to do it without impacting the already good empire and fede ships.

 

Aye!

Make it like in Freelancer… (but put Jerry ships with more advantages when it comes to shield, like a Eviscerador said about shield regen or something)

 

You mean that losing a shield causes it to go into recharge mode? That would screw over Jerry much more than Empire.

All Empire ships have bonus stats of +7% Weapon Damage.

 

It’s as easy as put as bonus stat on every Jericho ship this: “+50% Shield Regeneration”

Also buff the shield regen  modules, specially the one you put in the shield slot, the capacitor one is ok.

 

Another +1, i agree that something should be done with Jericho shields. The shield cap advantage they have vs the other factions just doesn’t seem enough. 

Regardless of what is done to improve Jeri shields, SOMETHING needs to be changed.  Yes, give them more resists or sheer strength in general, or even regen.  Everyone knows that as soon as you destroy a Jericho’s shield, you essentially destroy the ship because there is not enough time to recover.  Empire ships can recover from just about anything.

Easiest balance is to give shield and hull identical mechanics, but that won’t happen. I think the Devs gave up on shields a while back.

Easiest balance is to give shield and hull identical mechanics, but that won’t happen. I think the Devs gave up on shields a while back.

They gave up on the core game awhile ago, turning it from fast paced dogfight into Ultima Online roaming and farming game (afaik we will be able to craft modules soon?) with PK(Player killers) lurking around .

 

And about the topic - Empire ships are OP. Talking as a player who owns all of them, also all of Jericho’s. They are like mini frigates with the bonuses of fighter, esp the gunships. They are slow as bricks. Even if you build them for speed (like that happens), but I was being outrun by friendly fed engineer many times in my Empire Gunship. Yet, that same engineer falls in 2 sec, while I can just overdrive and dodge and generally have even more survivability AND maneuverability AND damage output than him.

the 7 (used to be 10 for long time)% damage bonus on empire is nice,  but they get ALSO + xx% hull max.

Fed get xx% speed max and basic hull/shields.

Jeri get base hull, +xx% shield and that is it.

 

So that 7% damage is just pure in your face additional bonus, while nor fed nor jeri have any. Jeri with double shield regen and fed with a bit more acceleration/turn speed across all the ships may fix the situation IMO. 

Well, maybe only exception could be Jeri guard, where it should not double it, but give it 50%. Imagine double + shield mod + the active module. We do not want that.

So that 7% damage is just pure in your face additional bonus, while nor fed nor jeri have any. Jeri with double shield regen and fed with a bit more acceleration/turn speed across all the ships may fix the situation IMO. 

Well, maybe only exception could be Jeri guard, where it should not double it, but give it 50%. Imagine double + shield mod + the active module. We do not want that.

 

As a person who does not play Guards I’m not sure we don’t want that. Some focus would still bring it down, but a Guard being hard to kill is not that bad a thing I think. Would be nice to have what you suggest though, that way Empire and Jerry would be tanky in a different way and Fed would be even more agile. Support this.

They are slow as bricks. Even if you build them for speed (like that happens),

Yeah, about that…

lfuMJ.jpg

Yeah, about that…

lfuMJ.jpg

Well, Who broke the balance once again? xD

Well, Who broke the balance once again? xD

You can’t break what was never fixed :slight_smile: