DumbMarine wrote:IvanX wrote:No point to do 195 really, the point is that after 150% you lose core pretty fast and if you're going to burn it till you get 20% stability, then that gap between 150% to 200% is something that delays you, with current delay on core inc/dec, it takes around... 10 seconds to push there and 10 seconds back, so when you're doing a 200%, you risk not to push it back to stable in time.
While doing power like that is certainly risky because an unlucky fire will cause your BC to blow, but I do not factor in human error because it's possible to automate that away with experience. "Okay I need to start reducing the core at 13.6% stability". There is no risk. You can also set a mental note using the in game clock "okay at 19:45 I need to reduce the core". This is only a risk for newbies. If this change happened, I would run the core at 200% no problem, and I'm sure you would too once you knew the super secret timing to pull it off.
Well, obviously i meant all those functions for vets, risks, timings, calculation of efficiency, that's what makes vets strong, I'm on the side of the skills, the more you played, the more skilled you should get. Some 5th time captain shouldn't be able to do energy as good as a 300 rep vet, and while default "raise shields b4 combat, lower when energy is low, etc..." that you learn at very start, you don't get much more viable things to do. And abusing core is one of them. And especially for core output, i just want everything to be worthwhile, because having functions of increasing core to 200%, while only first 150% are not suicidal, that just leaves us a black hole in controls.
DumbMarine wrote:
IvanX wrote:And about more clever idea, what about making shields charging depend on core as well? like (shield gain rate * core output / 100), this way you will not be able to supercharge it for long, but pushing core above 120% will be worth your while, atm 150% is rare occasion when u got really low energy, also gotta decrease the default shield recharge rate by 10% to keep the balance, cause 110% is kinda nearly stable output
Its a good idea but the problem is that you basically make overclocking the core no longer a good idea in combat. The whole point of raising the core over 135% is to get more power in combat for your shields-- if you sabotage your shields in the process you're basically getting nowhere.
And this would make it so that teams could turn shields into energy, but there's already a better way to do that: reduce power to shields.
uhm, i have no idea what u mean by turning shields to energy, you waste much more energy to charge then you get back when you overlap it, maybe you just got me wrong. What i meant was the speed at which shields charge. I don't know the current % per second shields restore, but lets say it's 1%, so when u have shields at 5 gw, they are 0/100 and regain 1 point per second, but if you had 5 gw on shields and core output 200%, you'd still have 0/200, but gained 2 points per second, same goes for higher shields, that would make shields harder, so you'd have a choice as a power manager:
* raising shields high before combat as they are supposed to atm;
* raise shields 1/2 as high but increasing core output to some crazy amount (150% if the first suggestion isn't applied, 200% if it is)
* just use core output to manage shields when they're going down, increase their regain, increase their hardness, you already can do that with emergency shield recharger, but that value is not percentaged, and is used mostly to restore shields from 0, not to increase the regen. You can also use both.
Just give power management a choice, make it a non-linear progress
DumbMarine wrote:IvanX wrote:That ability is too imbalanced, especially in starting fights, that would be a good and easy way to finish enemy off in a close fight when you're losing, esp if you run away, you just launch it behind u and gg... plus it will obviously become "the last shot in 95% of the fights". So it only has a chance of being there if it's avoidable, and 1% stability launch when chasing enemy can't dodge it is kinda overkill.
I never said you couldn't dodge it.
You can also shoot it down.
Ye but if it blows up as soon as u launch it +0.5 seconds, hostile cruiser just has no chance to dodge it, especially if you are running off and your boost has 3 sec less on cooldown then enemy team, you just overlap it, send it out same time with boost, enemy will not be able to do anything, boost will be still down, shooting it.... well suggested 600 hp is too much to kill it within 0,5 seconds, considering you can only actually hit it when it's already outside hostile cruiser. try dodging that i'd say.
Overall i do not think that it is a bad idea, just needs some thinking on how to make it actually possible to avoid.
-------------------------------------
plus i still vote for a switch from +/-5 GW per second to +/- 10 GW for power console when you research fusion core upgrade of level 3 and above