Career Officer
Join Date: Jun 2012
Posts: 881
# 31
03-27-2013, 06:09 PM
Here's a potential compromise between fixing the current, un-fun, gameplay wrecking behavior of ResA and ResB modifiers while keeping their original design intent at a high level.


  • Get rid of the flat resistance boost that from ResA and ResB.
  • Instead, have it double the stacking speed for the associated damage types. For example, a shield with a ResA modifier would gain two stacks every time it gets hit by phasers, tetryons, or polarons, but the maximum number of stacks (and hence maximum resistance) is unchanged.
  • Alternatively, don't double the stacking speed but increase the maximum number of stacks for the associated damage type. For example, ResA will build up to a maximum of 15 stacks for phaser, tetryon, and polaron damage. Disruptor, plasma, and antiproton damage would still only build to the current maximum of 10 stacks.


In terms of gameplay, we've kept the original intent behind the ResA and ResB mods, but brought it down to the level where players hopefully don't feel the need to change shields and weapons so often. They're about as valuable, perhaps slightly more, than another [cap] modifier, and add an interesting game-play dynamic that's hopefully (for at least one of the listed alternatives) not overly difficult to implement. This would serve to cement elite fleet shields as the de facto choice against pressure damage at the expense of some vulnerability to coordinated spike -- an interesting, fun, and balanced addition.

Bort, if you're reading I'd very much appreciate your thoughts on either proposal.
Behold, The Jorf Guide

Last edited by hurleybird; 03-27-2013 at 06:18 PM.
Captain
Join Date: Jun 2012
Posts: 3,427
# 32
03-27-2013, 06:38 PM
Quote:
Originally Posted by hurleybird View Post
Here's a potential compromise between fixing the current, un-fun, gameplay wrecking behavior of ResA and ResB modifiers while keeping their original design intent at a high level.


  • Get rid of the flat resistance boost that from ResA and ResB.
  • Instead, have it double the stacking speed for the associated damage types. For example, a shield with a ResA modifier would gain two stacks every time it gets hit by phasers, tetryons, or polarons, but the maximum number of stacks (and hence maximum resistance) is unchanged.
  • Alternatively, don't double the stacking speed but increase the maximum number of stacks for the associated damage type. For example, ResA will build up to a maximum of 15 stacks for phaser, tetryon, and polaron damage. Disruptor, plasma, and antiproton damage would still only build to the current maximum of 10 stacks.


In terms of gameplay, we've kept the original intent behind the ResA and ResB mods, but brought it down to the level where players hopefully don't feel the need to change shields and weapons so often. They're about as valuable, perhaps slightly more, than another [cap] modifier, and add an interesting game-play dynamic that's hopefully (for at least one of the listed alternatives) not overly difficult to implement. This would serve to cement elite fleet shields as the de facto choice against pressure damage at the expense of some vulnerability to coordinated spike -- an interesting, fun, and balanced addition.

Bort, if you're reading I'd very much appreciate your thoughts on either proposal.
Your stacking of extra resists, now to include all energy weapon damage types, is treading on Aegis set, and the only thing that the set bonus is good for.
Captain
Join Date: Nov 2012
Posts: 585
# 33
03-27-2013, 06:40 PM
Quote:
Originally Posted by warmaker001b View Post
Your stacking of extra resists, now to include all energy weapon damage types, is treading on Aegis set, and the only thing that the set bonus is good for.
It might be if the Aegis set's stacking bonus was applied to shields instead of hull.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Captain
Join Date: Jan 2013
Posts: 3,158
# 34
03-27-2013, 06:49 PM
Quote:
Originally Posted by hurleybird View Post
[*]Get rid of the flat resistance boost that from ResA and ResB.[*]Instead, have it double the stacking speed for the associated damage types.
This is a non-solution, because the Advanced shields have ResA/ResB, but without [Adapt], so the ResA/B mods already have an independent functionality without the Elite shields, and thus cannot be changed in this way. Of course, it's easy to forget the Advanced shields even exist because they're worthless crap, but hey.
Captain
Join Date: Nov 2012
Posts: 585
# 35
03-27-2013, 07:02 PM
Quote:
Originally Posted by doffingcomrade View Post
This is a non-solution, because the Advanced shields have ResA/ResB, but without [Adapt], so the ResA/B mods already have an independent functionality without the Elite shields, and thus cannot be changed in this way. Of course, it's easy to forget the Advanced shields even exist because they're worthless crap, but hey.
They could probably just replace ResA/ResB on Elite Fleet Shields with [Cap] or [Reg] mods without needing to modify the Advanced Fleet Shields.
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
Career Officer
Join Date: Jun 2012
Posts: 881
# 36
03-27-2013, 07:48 PM
Hmm, that might complicate the first option, but the second alternative could still work on the advanced shields -- just have the ResA or ResB give up to 5 stacks of 2% resistance against the associated damage types.
Behold, The Jorf Guide
Captain
Join Date: Jan 2013
Posts: 4,748
# 37
03-27-2013, 08:18 PM
One way this is done in another game is that the specific resist is +20% shield buff against the named damage type, but everything else is -20%. I dont know the specific details of the fleet shield but thought I would throw this out.
Captain
Join Date: Jan 2013
Posts: 3,158
# 38
03-27-2013, 08:37 PM
Quote:
Originally Posted by hurleybird View Post
Hmm, that might complicate the first option, but the second alternative could still work on the advanced shields -- just have the ResA or ResB give up to 5 stacks of 2% resistance against the associated damage types.
So what do you do about the presently existing shields? Completely changing the core functionality of how these things work is going to be a giant mess with anyone who owns one.
Career Officer
Join Date: Jun 2012
Posts: 881
# 39
03-27-2013, 08:48 PM
You really need imbalanced crap to blow up cubes faster?

Even after this change these would be far and away the best shields for PvE, and shields are one of the least difficult items to grind.
Behold, The Jorf Guide
Empire Veteran
Join Date: Jun 2012
Posts: 1,062
# 40
03-28-2013, 12:00 AM
another option is to advance your fleet and run elite fleet weapons
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