Star Ruler 2

Star Ruler 2

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Shield Rebalance
   
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Content: Subsystems
Type: Mod
File Size
Posted
96.706 KB
17 May, 2015 @ 10:23pm
1 Change Note ( view )

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Shield Rebalance

Description
If you are like me, you probably never use shields. Why? Because they are bad. :p

The base shield settings for Star Ruler 2 suffer from High Power Needs, Low Total Capacity, Low Regen Rate and are coupled with them counting towards your internal components limit. Even when fully researched, shields are still sub par compared to other methods of damage mitigation.

What this mod does to fix that is increase the Shield Capacity granted per hex and the overal shield regen. The values have been adjusted as follows:

Shields now have 4x Base Capacity

Shield regen has been increased by 75% from Base Regen

Please leave comments based on testing results.
17 Comments
Jabell88 3 Mar, 2020 @ 11:04pm 
Shields become cost effective when you use shield hardeners, which effectively ignore a huge % of damage. Who needs tons of regen or capacity when you just ignore 80-90% of everything that hits you?
Mia Ishata 28 May, 2016 @ 3:20am 
Unfortunate. Because the mod causes every planet in the match to explode now and is thus unusable.
Xionanx  [author] 16 Jan, 2016 @ 4:31pm 
Vas, thats actually not a bad idea.

Sadly, I stopped playing this game months ago and have since forgotten everything I new about modding it.. at this point it would probably be just as easy for you to make a mod that does that as it would be for me.
Kris 16 Jan, 2016 @ 4:37am 
Does this include shields provided by shrines?
Vas 15 Jan, 2016 @ 11:21pm 
Maybe you can make an alternate shield mod where shields remain the same as they were before, but you can place Shield Emitter Armor, where instead of armor, these are emitters that basically work like armor that has 10 HP or less, pitiful armor that's useless against weapons fire, but add more capacity to your shields. If possible, you can make it so that shield emitters must be connected to at least 1 non emitter block so that you can't just layer them 10 blocks thick to have invulnerable shielding.
OSNK 3 Dec, 2015 @ 2:47pm 
@Great My Holy 152 , no, because if a torp hits a shield it'll blast through it EZ most of the time.
Shields also only have a high chance of blocking a shot rather than completly nullifying it.
TLDR: IF damage > shield max hp then damage, if false then If DPS > Shield Regen then damage.
Xionanx  [author] 10 Sep, 2015 @ 1:13pm 
I really wish people would test the default shields and the default armors in the game first to prove my original reasoning.

1. Shield use INTERNAL SPACE
2. Shield use LOTS OF POWER
3. Armor does NOT use Internal Space
4. "Command" Systems increase repair rate by a PERCENTAGE of armor.

So, knowing the above, you can replace every single section of your "Shield" with command systems, which use less power, and then build more armor on your ship and end up with a higher "Repair Rate" and "Total Armor" then if you had used a shields "Regen Rate" and "Total Shield".

So the whole idea that the shield regen rate is what makes them useful is wrong, as armor regen rate can easily exceed the shield regen rate, and do it for less. Which is why I said the cost/benefit of the default in game shields just isn't there.

I still haven't played this game in months, maybe I'll reload it and see if its been patched at all.
Silence Suzuka 7 Sep, 2015 @ 11:12pm 
IMO the shield is different to armor because it defend you against a certain amount of dps. equal to it's recharge rate. So if you have a shield have say 200p/s recharge, then any damage source has total dps lower than 200 can't damage you at all (unless it can destory your shield in one shot). And armor defend you against a certain amount of dph (due to damage absorbation or reduction). Say your armor have 100 damage reduction (DR), Then you are safe against any amount of shot with less than 100 damage, because they were bounced by your armor. So shield is good against large guns which fires slow but have high damage, and armor is good aginst smaller weapons with low damage but high fire rate.
Xionanx  [author] 8 Jul, 2015 @ 10:32am 
Haven't played the game in months, and have since moved on from making tweaks to the game. But again, my original reasoning for these changes were that I couldn't think of any logical reason to use shields when i could just keep putting armor on a ship and increasing its size for better effect.

From a cost/benefit perspective, the default in game shields are pointless IMO.
Automne Eternel 8 Jul, 2015 @ 10:25am 
You talk like shields should nearly replace or act as armor, instead of working as a supplement as intended.

Yes, it is quite weak on small ships because they tend to not have much survivability and cannot use that second HP regen source, on the other hand, titan ships wouldn't be able to even come close taking out each other.

Thus buffing Shield Generators in every manner and circumstances for standard play, is a very bad idea, and calls for power creep. Tweaking only the numbers won't help I'm afraid.