Star Ruler 2

Star Ruler 2

Shield Rebalance
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.
Karver 15 Jun, 2015 @ 2:36pm 
"There is even a --->BUG<--- that allows you to become immortal..." If you use that bug to give yourself an advantage you are EXPLOITING it.
Daisai 24 May, 2015 @ 5:14pm 
Its not really an exploit when you simply use them in a normal way.
Xionanx  [author] 24 May, 2015 @ 4:04pm 
Well, no one says you have to use the mod then. Just keep on using shrine ship and hardener exploits.
Daisai 24 May, 2015 @ 6:55am 
Well you are doing it wrong when you say that shields are bad, because they are not.
There is even a bug that allows you to become immortal when you use Shrine ( shields ), i do not see that happen when you use only armor.
Xionanx  [author] 23 May, 2015 @ 4:44pm 
If by doing it wrong you mean trying to justify using them at all, yeah I must be. :p.

This idea came to me after spending several hours in the designer building and tweaking ships/stations, and time and time again I could find NO justification to ever use shield modules VS just stacking more armor onto the ship/station.

I think I did overcompensate however, and have since been tweaking the mod down in my own personal games until I hit a point where I feel they are powerful enough to justify use, but "Fair" to other players who have to fight your ships. When I am satisfied I have hit the balance I prefer, I'll release another update.
Daisai 23 May, 2015 @ 1:16pm 
Shields are pretty fine to me , you must be doing it wrong....
jakinbandw 22 May, 2015 @ 6:36am 
how does this affect shrines as they replace the default shields when you are playing as devout?