A Proposed Shield Solution
Problem
The use of shield is grossly disproportionate to the use of other modules. This leads to needlessly homogeneous gameplay, and limits the strategic depth of Bitfighter.
Cause
Shield is nearly essential to a competitive loadout. This is because it has the property of nullifying all damage in exchange for energy consumption. Energy is cheap (it recharges passively), and health is expensive (you have to repair actively), so it is always better to shield than to be hit.
Compounding Factors
It takes just five phaser shots to kill a ship at full health. Phasers fire ten shots per second, so it takes about half a second to go from full health to explosion. Shield uses 33 (of 100) energy per second. Factoring in passive energy regeneration, that means you get a total of five seconds of invulnerability if you start from full energy. So having shield makes you survive at a minimum ten times longer than when you have no shield.
When you boil it down, shield has exactly one effect: it keeps you alive longer. Once you make this realization, it's easy to see that other modules could take the place of shield as a defensive tool. Armor and repair do this directly, and cloak does it indirectly. Now, we have a solution approach:
Solution Approach
If we make Armor, Repair, and Cloak more desirable, Shield will cease to be the obvious choice for a defensive tool.
So, let's break it down:
Shield:
- Nullifies all damage
- Lasts for ~5 seconds
- Has no other use
Repair:
- Nullifies 16 damage (less than a single phaser shot!) per second
- Lasts for ~8 seconds
- Can repair you, engineered items, and teammates for no extra cost
Armor:
- Nullifies 50% of all damage
- Passive, costless
- Makes movement a little wonky
Cloak:
- No effect on damage, but lets you avoid combat entirely
- Costs 14 energy, lasts about 10 seconds
- Lets you sneak by enemies (typically) without detection
As you can see, no module even approaches shield's effectiveness. Without defense, you can die in a half second. Shield guarantees you will live at least five seconds. Repair by itself will not affect your lifespan under direct phaser fire. Armor will get you up to a whole second. Cloak actually comes the closest to shield's defensive usefulness, letting you avoid fire for about ten seconds, but you won't be able to shoot back.
So how you do solve the problem stated above? I believe it involves buffing repair so that it repairs faster, at least so it can handle sustained phaser fire, at least for your own ship. Cloak's energy consumption should be reduced, so that it's cheap to fly around cloaked (since combat and flag-carrying both uncloak you). It's worth mentioning that buffing cloak effectively buffs sensor, because their desirability is so tightly intertwined. Armor should be buffed to perhaps 75% damage reduction, letting you live for at least two full seconds of phaser fire.
Finally, we should uncomment the code in the following block:
Giving players a way to disable an enemy's shield prematurely, if they have the skill and accuracy to do so.
Thanks for reading, and I can't wait to read your comments
bobdaduck wrote:Next, the moon!
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