1 |
If GF says shields are balanced then I certainly won't dispute it.
|
1 |
If GF says shields are balanced then I certainly won't dispute it.
|
2 |
\n
|
2 |
\n
|
3 |
BUT:
|
3 |
BUT:
|
4 |
\n
|
4 |
\n
|
5 |
If the network effect of having LOTS AND LOTS of linked shields is problematic (and ledarsi seems to be asserting that the network effect is one of the main problems), then perhaps we could make the returns diminishing, much like we do with overdrive? Perhaps the shield charge transfer rate goes down as more shields are linked together, so that adding a shield to the network still increases the recharge rate of a shield under attack but does so at a diminishing rate of increase.
|
5 |
If the network effect of having LOTS AND LOTS of linked shields is problematic (and ledarsi seems to be asserting that the network effect is one of the main problems), then perhaps we could make the returns diminishing, much like we do with overdrive? Perhaps the shield charge transfer rate goes down as more shields are linked together, so that adding a shield to the network still increases the recharge rate of a shield under attack but does so at a diminishing rate of increase.
|
6 |
\n
|
6 |
\n
|
|
|
7 |
Or, instead of messing with the transfer rate, impose an energy tax per link, perhaps even at an increasing rate with more links, so that the networked shields still equalize their charge in the same amount of time, but big networks become more expensive to recharge.
|
|
|
8 |
\n
|
|
|
9 |
Or, impose a recharge rate penalty per link, perhaps at an increasing penalty with more links.
|
|
|
10 |
\n
|
7 |
And relatedly:
|
11 |
And relatedly:
|
8 |
\n
|
12 |
\n
|
9 |
Instead of dumping a bunch of effort into making merged shield bubbles, how about decreasing the opacity of a shield based on how many shields it is linked to, possibly also considering their size and distance, so that when you get a bunch of shields on top of each other each one becomes more transparent? A system like that would be a big visual improvement even if it wasn't perfect.
|
13 |
Instead of dumping a bunch of effort into making merged shield bubbles, how about decreasing the opacity of a shield based on how many shields it is linked to, possibly also considering their size and distance, so that when you get a bunch of shields on top of each other each one becomes more transparent? A system like that would be a big visual improvement even if it wasn't perfect.
|
10 |
\n
|
14 |
\n
|