- Location
- Mid-Atlantic
I honestly don't think 5% shield penetration would "completely invalidate" Caitian and Apiata designs, Void Stalker, to do that you'd have to crank it up to more like 10% in my opinion. But it would undermine them somewhat.
Shield burnthrough and shield hardening soft-counter each other, which is good for preserving balance between them.
Hull armor will either:
A) Hard-counter shield burnthrough, by making it irrelevant (if it means that hull damage ceases to do any of the three things listed above), OR
B) Accomplish nothing significant, by giving a reduced risk of crew loss and changing nothing else, since (3) above is already not in play, leaving only (1) and (2).
Either way, it's less good than the 'soft counter' option.
My main argument is that high shield burnthrough will, over time, tend to outright invalidate strategies that rely heavily on shields, unless there is a corresponding shield hardening mechanic. Right now it's a balancing mechanic, but it will tend to increase steadily over time; when shield penetration rates are something like 15-20%, and both sides have decent regeneration, a shield-heavy ship will be fairly hopeless in combat against a balanced shield/hull design, and balanced shield/hull designs will be starting to lose out to hull-heavy designs, because both sides' shields regenerate faster than they can be knocked down and the only thing that gets through are the shield-penetrating hits.
Though I suppose there are enough 'degrees of freedom' in the system as a whole that if we're willing to tweak just anything on the fly, rebalancing may be possible without incorporating a feature like 'shield hardening' into the game. If, in 2340, we can turn around and say 'burnthrough has gotten so good that H8L4 designs are reliably beating H6L6 designs, so we'll amp up something else instead of just reducing burnthrough rates by tacking on a bit more hardening.'
It still makes a rather large jump form 0%, 2% works better as that will take a tech or two to pass 5% and end with 13% as opposed to 16% once all techs are done.I honestly don't think 5% shield penetration would "completely invalidate" Caitian and Apiata designs, Void Stalker, to do that you'd have to crank it up to more like 10% in my opinion. But it would undermine them somewhat.
We have no idea how many ships the Sydraxians have, or what the state of the defenses looks like. I'm not even clear on how many ships are in the Federation task force Ainsworth threw at the outpost in the first place.It's not making me feel great that we lost without the Amarki ships. Not exactly "winning despite the odds" Starfleet dudz. I mean, I understand that one shouldn't get too obsessed with the vagaries of random results, but I am starting to get the feeling the combat engine hates us.
But then I realised I hadn't put the Amarkian ships back into the fleet after excluding them for testing purposes.
And the four Hasques that retreated are going to need serious repairs.
Huh, did we really just essentially capture a Kalindrax in semi working order? That's got to be a gold mine of intelligence if the computers are still operable.
Fired: 31, Fired On: 55, Hits Received: 42, Damage Dealt: 61.04
Kalindrax(2) - Combat 0.20/4, Shield 0.00/50, Hull 2.05/40 - Crew 0-0-0/3-4-3 - Ships killed: 0 - Status: Crew Kill
I
Hull 2.05/40 suggests no, we did not. The crew just gave out before the hull.
This was a freaking slaughter. We suffered significant damage to two ships and utterly crushed their forces.
If the hull's at 2, it's not at 0. That ship's technically operable, it just has no crew.Hull 2.05/40 suggests no, we did not. The crew just gave out before the hull.
This was a freaking slaughter. We suffered significant damage to two ships and utterly crushed their forces.