' Wrote:"Health: 14 billion Regeneration Rate: 140,000 per second (~500 million per hour)"
I stopped reading right there.
Then I'll help you.
Quote:Level3 Shield: Health: 14 billion Regeneration Rate: 140,000 per second (~500 million per hour) Resource Cost: 10x Level 1 shield cost Fuel Cost: 4x Standard (4x cost of Overdrive)
Deuterium - 5 units per 16 seconds. - 108.000/day (for the level 3 shield)
H-Fuel - 4 units per 16 seconds - 86.400/day
MOX - 3 units per 16 seconds 64.800/day
Gallic Fuel - 3 units per 16 seconds. - 64.800/day
Good luck with your second job? These numbers are hardly bearable even for a team (in long-term), not speaking about single player.
' Wrote:8 hours of continuous attacking... That seems too outrageous for me.
Better than invulnerable shields.
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You NEED Infinite Shields because the kind of Shield mod Dreadskull is talking about will be OPENLY Abused. Because if it was implemented then you would have some lolwuts in BS's camping a Base for hours shooting at it til the shield fails so that they can destroy the base. Shields running on fuel is a stable concept in that when the fuel runs out the shield deactivates.
To have a system where the base shield will be deactivated once a certain number of shield pts are reached is stupid coz someone who really wants to kill the base will sit there shooting it til the shield goes down then LOBLOW it up.
Where no real RP was involved in the destruction of the base other than the attackers just camping the base.
So all the Base Builders hard work is gone to waste...... I have already seen ppl abusing Base Mechanics for their own gains this will be the cream of the crop if implented!
Quote:You NEED Infinite Shields because the kind of Shield mod Dreadskull is talking about will be OPENLY Abused. Because if it was implemented then you would have some lolwuts in BS's camping a Base for hours shooting at it til the shield fails so that they can destroy the base. Shields running on fuel is a stable concept in that when the fuel runs out the shield deactivates.
This model still uses fuel as the primary means to bring the shield down, and keeps with the attrition model. The difference now is that higher damage thresholds are required to break through the shields, getting rid of the lone fighter one shotting a base. The trick will be balancing regen with damage potentials, which I think is more workable than invincible shields
I like this idea. It will take some balance tweaks, but i think it scales group involvement on the attacking and defending side pretty well.
Quote:Level 2 Shield: Health: 5 Billion Regeneration Rate: 45,300 per second (~160 million per hour) Resource Cost: A lot, maybe 3x as much as level 1 shield. Fuel Cost: 50% increase from the standard (including 50% increase of overdrive)
Level3 Shield:: Health: 10 Billion Regeneration Rate: 97,300 per second (~350 million per hour) Resource Cost: A lot, maybe 5x as much as level 1 shield. Fuel Cost: Double (including double cost of overdrive)
As of this post I changed some numbers around. Better...maybe.
Quote:To have a system where the base shield will be deactivated once a certain number of shield pts are reached is stupid coz someone who really wants to kill the base will sit there shooting it til the shield goes down then LOBLOW it up.
With my numbers, it would take a Battleship around 5 solid hours to take down a Level 1 Base and 25 hours to take down a level 2. They, of course, won't be attacking for 5 or 25 hours consecutively. They will, however probably attack for an hour or two. With the regeneration rate of the Level 2, if you put an hour in with a BS hurting a base, you will make it so that the next hour will be crisis mode for the shield and transports can't dock. Its really all about keeping the tranpsorts from the base, or forcing them to use overdrive to dump a crap ton of fuel. Like Yog said, still based on attrition. I like it because attacking a base is worth something. Even when you stop attacking it for a while, your effects are still felt on that base.
And, probably because I'm not the best at explaining, some are confusing the fuel usage. If your shields go below 10%, overdrive kicks in automatically (which heals the shield fully, instantly). This makes it so that you have to be low on fuel for the shields to stop working. If you have plenty of fuel, your shields will keep your base alive. People damaging it simply makes the shield stay on longer (and makes it so you can't dock), and if they really damage it bad, overdrive will eat a bunch of their fuel. Hope that clears some stuff up. Thanks for the comments.
Quote:Overdrive mode is the emergency fuel dumping system your shield uses to keep your base alive, by bringing the shield back up to full health instantly
Added this part to the overdrive description. Kind of really important, don't know why I forgot it.
' Wrote:Then I'll help you.
Deuterium - 5 units per 16 seconds. - 108.000/day (for the level 3 shield)
H-Fuel - 4 units per 16 seconds - 86.400/day
MOX - 3 units per 16 seconds 64.800/day
Gallic Fuel - 3 units per 16 seconds. - 64.800/day
Good luck with your second job? These numbers are hardly bearable even for a team (in long-term), not speaking about single player.
That's assuming it's up for the day. If it isn't on, it won't be using any fuel.