Duncaroos wrote: ↑Sun, 17. Nov 24, 15:46
Submarine wrote: ↑Sun, 17. Nov 24, 11:54
allow a player with low shield to boost away and save their skin providing they had kept boost charge in reserve.
I hope I'm not misunderstanding, but that isn't the intention of my proposal(*), from this point:
Duncaroos wrote: ↑Sat, 9. Nov 24, 14:40
It still uses the same MJ of the shields,
but it cannot go above the current shield level % of the total. That way a ship without shields is crippled in a way ...
Your boost is still tied to your available shields. If you have no shields you can't boost. There needs to be a way for AI/player to cripple a ship from boosting like Egosoft's original intention; I'll confirm the proposal is supposed to be fixing:
- Non-combat scenarios like gate clearing from having L/XL ships from draining most of their shields for minimal speed increase.
- AI overusing boost in combat draining shields to nothing and becoming exposed, but ships with say 5% shields can only have up to 5% boost energy available.
(*)NB: I think I made a mistake here in my initial proposal:
Duncaroos wrote: ↑Sat, 9. Nov 24, 14:40
If an
AI ship is at say 5% hull, it shouldn't be able to boost away at insane speeds escaping death.
I meant to say
any ship (Player or NPC)
OK, yes you are right, looks like I misunderstood the specific mechanic you were suggesting, sorry. In principle I think its a good idea for boost to be affected by shield state, one way or another. For the sake of discussion I will describe what I was thinking more clearly.
I was imagining a mechanic hybridising your idea with the dev's proposal for the "new model" with an "energy pool that recharges" where the recharge rate depends on the shield state (rather than the boost % available depending on shield state).
Meaning the pool would charge slower if shields were at 5% and at full rate if they were fully charged (as if energy used to charge shields was unavailable for charging boost). Allows keeping a full pool of boost energy to provide a full boost even if the shield was down, which is one difference between the two models. Also allows partial boosts using part of the pool.
Hope that explains why I imagined it would be more difficult to capture.
Your initial model Duncaroos would mean that if you beat the shield down to zero you could stop the opponent boosting at all (as if the presence of the shield enabled boost), which would facilitate capture, if I have understood correctly. For comparison, the recharge model would mean you would need to keep the shield down to stop boost recharging and also give chase if the opponent used remaining boost reserves.
You could do it either way and I am sure it would be fun. Food for thought.