Lately I see more and more suggestions to remove shields completely from pvp. These suggestions have a good reason and turning them off will improve pvp in general. That’s an easy solution. But in this thread I’l propose a shield rebalancing system which is supposed to remove negative aspects of shield mechanics while making combat more deep and skill based than it was before.
To prevent some of the questions, before the discussion itself, please note that all changes I propose while targeted to improve gameplay for all groups of pvp players, were made with competitive players and meta combat tactics in mind. Making a newbie in workshop CV survive 2 minutes longer in pvp space doesn’t justify breaking balance and enjoyment for high level players. That’s how all good games with competitive pvp are balanced.
Current system flaws
After hearing a lot of feedback, I point out these 2 aspects of shield gameplay to be considred the most frustrating parts and are the reason why this thread was created.
-
Lower skill ceiling in group fights.
Empyrion has unique building systems, combined with limitation of class size and block count, which results in any ship having a weak spot. Exposed weapons, cockpit placed not far from the outsides, not enough fuel tanks etc. It doesn’t matter with shields now because until it is gone, it doesn’t matter where you shoot, you just need to hit a ship. Before you could win in a fight quickly by shooting weak spots before opponent has the time to react. Same for bases. Now it’s not possible. -
Balance shift towards numbers, not skill.
Simular to the topic before, when the fight is with not equal numbers, the dominating side has much more advantage than before. When shield goes down, player retreats, recharges (or just plays more passively). All this without any damage to ship’s performance. Before you could win in such engagements by properly switching targets and targeting weak spots. -
Economical issue.
Shield recharging cost is much cheaper than repairing the ship, while shield is a considerable amount of ship’s effective hp. It results in a loss of war of attrition to a side with fewer numbers. While underdog takes a lot of damage to ship, the bigger faction takes it to shields.
Possible Fix
While switching shields off in pvp will definitely help with said issues, I’d like to propose a way to keep the shields while dealing with issues I stated above.
The main idea is to make shield a “passive” protection. It works great until opponent decides to focus on you. Then it gets destroyed when you are directly engaged. How to make it work?
Make manual pulse lasers for both CVs and SVs one shot any shield on any structure. Until your opponent is focused on you, you have decent shield protection against turrets (CV, SV, BA).
What it will promote?
More teamwork. SV pilots will need to focus on enemy shields to support allied HVs, Bases and CVs. Tanking base with shielded ship will still be a good tactic, unless defenders focus attacking ship in time, which will result in more teamwork for both sides.
More rewards for skilled sv pilots. If SV pilot can effectively dodge manual shots by enemy CV or is attacking when it’s busy dealing with other enemies, it can deal considerable damage and stay alive.
Good sv pilot can quickly win in dogfight by shooting enemy ship’s weak spots without worrying about shooting said weak spot for long time until shield’s gone.
Afteword
Originally I wanted to propose complete shield removal in pvp, but after having conversations with @Shadace and thinking about balancing for quite some time, this is my solution to current balancing problem. Let me know what you think! Thanks for your time.