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Better Balance between Hull and Shield generators - Printable Version

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Better Balance between Hull and Shield generators - Jonathan_Archer_nx01 - 07-09-2009

Very simply, in the vanilla Freelancer, you had a VHF XY with 10,000 - hull and 10,000 - shield. And that played nice, worked nice, felt nice.

In Discovery we have these armor upgrades which I dislike, improving the hull up to 25,000 as opposed to unchanged 10,000 - shield generators. It creates a 2.5:1 asymmetry which I dislike even more.


So this suggestion is plain simple:

1. Nerf the armor upgrades. The best available Armor Upgrade for fighters should have a 1.75x modifier.
2. Boost the shield generators so that their capacity is around 17,500

^^ That is 17,500+17,500 = the original Disco amount of hitpoints succesfully kept.


Of course, I know, I know, some people may say that it's actually more than the original value because shields keep restoring themselves. But then don't forget, that they're also easier to bust than hull, thanks to their bigger hitboxes and shieldbusters.


The same thing should be applied to capital ships. In sci-fi movies, crews try to keep their shields up for as long as possible. Once they're down, it is usually only a matter of a few shots and the ship goes boom or disabled (when it's the Voyager:D)

In Freelancer Discovery, it's always like:
*pulse* *pulse* *pulse*......and then quite a long Hull vs. Hull combat in which you can barely see the Hull bar move at all, unless there is a mortar hit.

That just doesn't feel right.

Obviously, if shields were boosted, they would require some restoration time increase and regen rate nerf and some other balance tweaks. But the main point of this suggestion is:

50% / 50% For Everything


Better Balance between Hull and Shield generators - guitarguy - 07-10-2009

' Wrote:In sci-fi movies, crews try to keep their shields up for as long as possible. Once they're down, it is usually only a matter of a few shots and the ship goes boom or disabled (when it's the Voyager:D)

What's true for other Sci-Fi isn't necessarily true for Freelancer.

Shields recharge quite frequently, which offsets the difference. The hitboxes aren't much different, either. If you want to talk about whether armor upgrades should be around, look at the other threads.


Better Balance between Hull and Shield generators - Camtheman Of Freelancer4Ever - 07-10-2009

Or, You could add shield upgrades, and a single armor/shield upgrade slot on all ships, to erase this error.


Better Balance between Hull and Shield generators - Cellulanus - 07-10-2009

Now I'm pretty sure shield upgrades are not possible, since they have nothing to do with the ship itself but are an add on to it.


In any case, I think its more or less fine as is.


Better Balance between Hull and Shield generators - Guest - 07-10-2009

Well, even tho the armor/shield is now a whooping 3/1 remember that the guns do more hull damage then shield damage... 3/1

So it is all balanced out.


Better Balance between Hull and Shield generators - Jonathan_Archer_nx01 - 07-10-2009

' Wrote:Well, even tho the armor/shield is now a whooping 3/1 remember that the guns do more hull damage then shield damage... 3/1

So it is all balanced out.
That's only true if you completely ignore the shieldbusters, which you can't.

So it isn't all balanced out.


Better Balance between Hull and Shield generators - Malexa - 07-10-2009

Adding additional shieldpower would not do any good.
Taking down massive hulls is already taking long in groupfights, if the attacked pilot knows how to evade.

Lowering the hull would inflict the whole mod.
Gundamage needs to be lowered again, Missiles also.
Torpedos, Mini Razors, Mines and whatelse will become 1 hit weapons again.

I also say it is fine like it is.

Malexa


Better Balance between Hull and Shield generators - Inconcessus - 07-12-2009

' Wrote:Now I'm pretty sure shield upgrades are not possible, since they have nothing to do with the ship itself but are an add on to it.
In any case, I think its more or less fine as is.

They are possible, I have played more then one mod where there were tweaks for both the regen rate and the capacity of shields.

I personaly would like to see them, however I doubt it will ever happen, in this mods fighter shields are just there to protect from a shot of one of the Op torpedo mounted hull busters.


Better Balance between Hull and Shield generators - ... kur nubÄ—go? - 07-25-2009

Looks like another "nerf the armor upgrades" thread from you I've already seen.

The things are good as they are now at this point. In my opinion.