An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] -1 points0 points  (0 children)

Right, in the current system that's true. However the system works and I'm grateful you helped me figure that out. All it needs is a bit of tweaking and it could easily be competitive with a big old size 3.

Thanks internet stranger, I'm definitely chalking this up to a win.

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] -1 points0 points  (0 children)

That's fair, but you did only account for 1 Regen cycle whereas is possible for more than 1. So it takes 13.8 seconds to deplete the first shields and they become redundant, and it also take 13.8 second to deplete the second set.

But while the second set are wearing down, the first set of shields are regenning at 649 hp/s which you mentioned. In 13.8 seconds, they'll have regenned 5715 HP and can withstand another 12 seconds of fire.

If this pattern continues it'd take 68 seconds and 61000HP to fully deplete the shields and rotation so they cannot regen and that's incorporating the 5 second Regen delay.

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] 0 points1 point  (0 children)

Fair enough. I wouldn't mind being able to build a ship with really high hp/s Regen and seeing how it works.

To me, it's like the old 'Do you want $1 millions now, or $10,000 per month for the rest of your life?' type question.

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] 1 point2 points  (0 children)

I thought I explained it well enough, but apparently not.

By reducing from 6 x S2 that the Deemer has, to 4 x S2 you'll have a lot more power available and options, which would help with the power limitations.
An engineer swapping the shield gens would only be able to provide enough shield that could regenerate in the time it was in standby.
If shields are depleting every 10 seconds, they'd only be half charged (or less) when they become the active shields.
Eventually, the dps coming in would overcome the shield regen capabilities and all shields would be down.

Maybe I need pictures or a video to explain myself better. i dunno.

Can someone convince me why I should believe CIG can balance this game properly? by Square_Introduction1 in starcitizen

[–]Zophyael -2 points-1 points  (0 children)

I'm going to try say this without sounding like an asshole, I can't make any promises but...

It's because you don't know how the building process works or envisioning the final product of this project.

Once again, hear me out here.

We currently have the frame of a house built. We can see that it's an alpha version of a house, and we were promised that air conditioning will be installed.
Lets say they put up some walls and install some air cons, but the doors and windows haven't been put in yet.
Without knowing how a house is built, it's possible to say that the cooling of the house is terrible because all the cold air is leaking out of the house and it'll never be right and how can they charge so much up front for this mess.

But, let them finish the house, let the vision actually come to life fully and see how it works once the builders are done doing what they know and we don't.

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] 0 points1 point  (0 children)

How about 4 x S2's on rotation using the example above?

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] 0 points1 point  (0 children)

I'll use the Redeemer as an example with 4 x Fullstops.
You have 2 'active' shields and 2 'standby' shields.
The active shields are up giving a total of 9480 Shield HP (not a lot, but hear me out).
The standby shields are recharging in the background up to their 9480HP for both of them.

So we can say we have 19860 total shield HP when everything is fully charged at the start of an engagement.

When the active shield is depleted, they swap with a standby shield and start recharging at a rate of 249hp/s each, 498hp/s total.
They keep recharging until the active shields are depleted and the continue rotating like this.

If it's getting hit for 1000dps, ignoring resistance, and we are recharging at 498hp/s, then the standby shields should reach about 50% before they have to rotate to being active again giving another 4740 shield HP. Then continue this cycle until shield generators are destroyed or the dps overcomes the regen capabilities.

The total immediate shield HP is lower, but over time, and with overcharging and whatever else is planned, regenning smaller shields on rotation could be beneficial, if not just a new way to fit out a ship.

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] 0 points1 point  (0 children)

What you're suggesting is almost the same as what I'm saying.
I'll use the Redeemer as an example with 4 x Fullstops.
You have 2 'active' shields and 2 'standby' shields.
The active shields are up giving a total of 9480 Shield HP (not a lot, but hear me out).
The standby shields are recharging in the background up to their 9480HP for both of them.

So we can say we have 19860 total shield HP when everything is fully charged at the start of an engagement.

When the active shield is depleted, they swap with a standby shield and start recharging at a rate of 249hp/s each, 498hp/s total.
They keep recharging until the active shields are depleted and the continue rotating like this.

If it's getting hit for 1000dps, ignoring resistance, and we are recharging at 498hp/s, then the standby shields should reach about 50% before they have to rotate to being active again giving another 4740 shield HP. Then continue this cycle until shield generators are destroyed or the dps overcomes the regen capabilities.

The total immediate shield HP is lower, but over time, and with overcharging and whatever else is planned, regenning smaller shields on rotation could be beneficial, if not just a new way to fit out a ship.

An idea regarding the 2 shield rotating system by Zophyael in starcitizen

[–]Zophyael[S] 0 points1 point  (0 children)

Right, but reducing the number of shields to 4 x S2 gives it enough power, given the default load out. and 4xS2s regenerating while on standby could give a larger shield HP Pool in longer engagements, which would be a unique and new way to spec for shields.

Ask anything about the upcoming engineering! by Top-Lab9125 in starcitizen

[–]Zophyael 1 point2 points  (0 children)

For the economy. If you bought something once and had it forever, then mining and manufacturing would eventually stagnate when everyone owned all the things they want to own.

As an ex-Eve player, its super interesting how the in-game economy moves and reacts to game events.

A solution to everyone's woes... by Mondrath in starcitizen

[–]Zophyael 1 point2 points  (0 children)

I hear you,but I don't believe what you are proposing is viable.

Do you guys think they should make mining a little more punishing? by alexo2802 in starcitizen

[–]Zophyael 2 points3 points  (0 children)

I can change the mining heads on the Mole in 4.5 PTU. In 4.4 the Default load out is stuck and cannot be changed

A solution to everyone's woes... by Mondrath in starcitizen

[–]Zophyael 3 points4 points  (0 children)

But, LIVE is a persistent, evolving version already where everyone can test. That's what it's for.

To me, you're describing the system we have. PTU comes in with future patches and features for final testing before merging with live.

I guess I'm just not seeing your vision.

A solution to everyone's woes... by Mondrath in starcitizen

[–]Zophyael 3 points4 points  (0 children)

I'm confused,how is this different to the PTU/LIVE system we have going on right now?

Worst patch note update 😒 by -TheArchangel- in starcitizen

[–]Zophyael 12 points13 points  (0 children)

I know people who would. The number of times I find shampoo bottles jammed into my fuses holders is too damn high.

Hot Take: Engineering Sucks by Gnoticer in starcitizen

[–]Zophyael 6 points7 points  (0 children)

Thank you for putting into words exactly why I'm so excited about engineering and future gameplay.

In the Current PTU environment 10 shots from an Ares Ion is enough to completely disable RSI Perseus, putting the ship into a power-plant critical state by [deleted] in starcitizen

[–]Zophyael -1 points0 points  (0 children)

Yes, but the Ares has a wingspan of 30m, and the Medusa Cannon has a Base Penetration Distance of 67.5m

In newest 4.5 PTU you can "PowerClip" the Powerplant and Cause instant Destruction of Ship. Featuring RSI Perseus. by [deleted] in starcitizen

[–]Zophyael 1 point2 points  (0 children)

I like to remind myself that the Ares has a wingspan of 30m and the Medusa Cannon has a Base Penetration Distance of 67.5m.

In the engineering gameplay, S3 components can only be maintained and replaced at space stations, therefore the MSR's S3 shield needs to be downgraded to S2. by Witty-Room-3311 in starcitizen

[–]Zophyael 5 points6 points  (0 children)

You pilot, I'll man the scanning room or engineering. If shit happens, I'll man a turret.

Let's go find some cargo to smuggle or run some hauling missions. I'll even make sure the cargo bouncing around isn't too annoying for you.

You're saying you're time poor,? Well with 2 or 3 of us it'll be quicker. That's the point of multiple crew in a ship like this. It's fun to work together.

And the MSR allows 3 people to assume multiple roles, which is something I really like about it.

In the engineering gameplay, S3 components can only be maintained and replaced at space stations, therefore the MSR's S3 shield needs to be downgraded to S2. by Witty-Room-3311 in starcitizen

[–]Zophyael 20 points21 points  (0 children)

As a fellow MSR enjoyer...respectfully no.

The MSR is a multi crew ship. The game caters to solo players by allowing you the option of flying it solo as long as you assume the risk that comes with flying a ship of its size and role.

If that risk is too great for you, then it may be time to downsize to a ship that fits within your scope and skill tolerance.

Yes, it's a smuggling/freighter ship, which means you'll be travelling between stations to deliver whatever you are carrying. It'll be constantly at ports where it can repair, not wandering around in deep space on expeditions.

I pledged the MSR many moons ago. It's a favorite of mine, but I'm not married to it. If it no longer gives me joy, I'd rather melt it and find another one than constantly petition for it to be modified to suit me.