Changing Emergency Sheilds

Any suggestions or ideas regarding cruiser command
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Red-Rocket
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Re: Changing Emergency Sheilds

Post by Red-Rocket »

+ nuclear strikes
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Meanme
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Re: Changing Emergency Sheilds

Post by Meanme »

So Imma thinking that this topic is now derailed. Final result of no changing shields?
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Caladbolg
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Re: Changing Emergency Sheilds

Post by Caladbolg »

we are removing them! weren't you reading? xD
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Red-Rocket
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Re: Changing Emergency Sheilds

Post by Red-Rocket »

Wow now that i look into the game i am surprised at just how much the core drains for shields. Assuming you start with +-0 drain on core, it takes approximately oh say you want 2000 sheilds, switch to 100 and it drains 10000 or 200 and it drains 20000,
so in this case we can change power requirements to
lvl 1, 15000 power
lvl 2, 27500 power
lvl 3, 35000 power

also to make it hurt a little more

lvl 1, 25 Blue resources
lvl 2, 35 Blue-resources
lvl 3, 50 Blue resources

for every time we activate ability, making stockpiling blue resources important (although Blue resources being what they are, thats not very hard but gives them an end game value like green with stabilizers and red with missiles and heavy ships)
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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Caladbolg
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Re: Changing Emergency Sheilds

Post by Caladbolg »

it's still a counter-rush. it's still an emergency button to make the game much more forgiving for captain's mistake.

that's not how I like to play. I like it to be ruthless.
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WhyteDragon
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Re: Changing Emergency Sheilds

Post by WhyteDragon »

Okay. So now you save yourself from the initial rush.

You are thereon powerless to stop them due to the sheer power expended as a result. 6000 shields for 35000 energy during the early game is nearly going to be half of your entire stored energy. Plus, think of all the additional resources you spent on that instead.

Here's the reason I don't like this ability.

1) It's geared to completely shut down rush strategies indisputably which already have a very decent and reasonable counter - you ping every once in a while. Moreover, a bot is going to be doing it for you shortly, so you won't even have to check yourself.
2) This ability's only purpose is to prevent the first Kerm rush pretty much. Any time after you would probably never use this ability since you need all of the energy advantage you could possibly get. Therefore putting yourself at a such a heavy disadvantage when you could simply raise shields fast, hit X, and then hit Z is silly.
3) Even assuming you do use it to prevent yourself from immediately getting shot dead, what then? You've cost yourself a large amount of additional energy from your stores that you will need to fend off this assault. During the early game where you can only establish so much energy, this is a really huge deal. It raises shields, but probably still loses you the battle unless you have an absurd energy advantage -- in which case, why don't you just have shields up already..?

You are getting a bot that will ping for you in the next patch. This will warn you of all incoming rushes. Making this ability seems redundant.
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Red-Rocket
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Re: Changing Emergency Sheilds

Post by Red-Rocket »

I think the regen power for shields is pretty low for the power needed, it takes 30000 energy (assuming +-0 but most times its around 50-100) to get 6000 shields. increasing out of combat regen for BCs (and small ships) to X4 could help find a more lenient warrant for power draw for the emergency shields to be lowered to a smaller amount of power, (could be an upgrade for increasing out of combat shields)
also, i wanted to intent 2000 to slow rushes, a good rush could eat through it, more importantly i think not many players will get
20Y 100B 5G for the first upgrade which is expensive for early game and many players wont get it early, they will get it if they see the rush coming which helps.
The others i mean for mid late game combat where the team can get shields back online instead of running the core drain ability for a long time and waiting for boost, and added the core distability to make it so that they cant use it to much unless mixing it with core purge but core purge wont completely fix it.
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Caladbolg
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Re: Changing Emergency Sheilds

Post by Caladbolg »

but why slow rushes? you are already gambling a lot when you rush by losing energy on engine. you put yourself at a disadvantage in exchange for surprise.

Why would you want to make it even worst?!?
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Red-Rocket
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Re: Changing Emergency Sheilds

Post by Red-Rocket »

because im indirectly trying to end rushes because i have the most fun with full on combat xD which never happens because...everyone rushes
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Re: Changing Emergency Sheilds

Post by Caladbolg »

I consider rushes to be any attack before or during first kerm. (but not at kerm)

and it doesnt happen that often.
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