Forums » Suggestions

Trident changes to restore small amount of travel risk

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Feb 02, 2016 Pizzasgood link
I strongly agree with #1 and am ambivalent toward #2.
Feb 03, 2016 Spedy link
Possible suggestion: Recharging Trident energy shielding requires active energy expenditure, similar to turbo. Maybe some small passive recharge, but you'd need to spend juice to absorb sustained fire. Force a choice between rebuilding shields and turboing away, or multiple rapid jumps.

No idea what kind of numbers might be reasonable on this, but I figure I'd throw it out there since I have not seen it before.
Feb 03, 2016 abortretryfail link
+1 to shield recharge having a power drain. This would deter the use of small ship powercells on capships and make it much more difficult for a deshielded Trident using one to escape by sector hopping.

Some kind of meter or countdown timer would make sense too.

-1 to adding any form of damage to the PCB. You sacrifice a weapon port for the ability to drain power. That's the tradeoff.
Feb 03, 2016 SkinWalker link
+1 to requiring Tridents to use Trident cells and no Fast Charges.

-1 to part 2. I think forcing people to work together is a nice dynamic of the game.

I also agree with some of the comments that point out that Tridents are somewhat under-powered when it comes to firepower. I'd like to see a Trident Megaposi or Rail. Something that inflicts serious damage, but requires some decent skill to aim at a small, fast moving ship. But will greatly affect shields of other Tridents.
Feb 04, 2016 Xeha link
Tridents are capships and shouldn't be easy to be destroyed. If solo piracy isn't working out, you got to team up. If you want less Tridents in the game, you got to shoot the manufactures down.

On the other side; a trident has a nuclear reactor. we shouldn't need a cell for it and it shouldn't be possible to use a FC especially. Jumping away is too easy currently.

+1 for using Energy to "recharge"

-1 for PCB / other shield nerfs. its really easy to deshield a dent (unless it uses a FC) and the dent itself doesn't really have combat ability.
Feb 04, 2016 Hoban-Wash-Washburne link
Quite honestly if they are using an FC in Trident it's way easier to hold them from jumping and thus make them an easy target for a team mate to deshield and cause heavy damage. Like I said I have no problem with part 1 but I really think you are shooting yourself in the foot when it comes to taking out a trident with as few people as possible.
Feb 04, 2016 greenwall link
Quite honestly if they are using an FC in Trident it's way easier to hold them from jumping

Great point.
Feb 04, 2016 abortretryfail link
That's true, but only if you can land PCB hits before they jump. Unfortunately the FC battery reaches 25% jump charge before weapons unlock. It's impossible to hit one that is sector-hopping in empty space before it jumps again. Fullstop.
Feb 05, 2016 VikingRanger link
Having a shield require energy to recharge is stupid, as it basically makes every weapon an energy drain weapon until the shields are gone. That means that if you're getting shot in a dent you are stuck there till the shields come down, at which point why bother with shields. Tridents are fine how they are. If you want to pirate them get a group and practice on NPC dents. Like Xeha said, they're capital ships, they're supposed to be hard to kill.

+1 to making tridents use only the dent cell/not use a cell
Feb 05, 2016 abortretryfail link
No, we're talking about the regeneration process after the shield is dropped. That part should use energy.
Feb 05, 2016 greenwall link
No, we're talking about the regeneration process after the shield is dropped. That part should use energy.

No, that is not what we are talking about ARF. Spedy specifically was talking about before the shields are dropped. In any event, both ideas are off topic in addition to being bad.

That means that if you're getting shot in a dent you are stuck there till the shields come down, at which point why bother with shields.

VikingRanger is correct.

Shield recharge rate = amount of shield that gets replaced per time unit while shield is active
Shield regeneration time = amount of time before shield re-appears after last damage incurred