Space Engineers

Space Engineers

Energy Shields
Ace Jul 12, 2019 @ 4:29pm
Suggestion: A counter to shield spam - Diminishing returns
I would like to request that the shield mod be given a config option that forces diminishing returns when you add additional shield generators to a single ship.

By default, the diminishment would be 0%. This config option however would nerf each additional shield's capacity and regeneration by a particular percent.

For example, an extra shield might have a diminished return of 0.5, meaning it is 50% less effective. A full 1 diminishing config means that adding an extra shield means your other shield effectively adds no hitpoints or regeneration speed; you just have a backup shield so that if one module gets grinded down somehow, or destroyed, you're not totally without shields.

As such, with diminishing returns set to 0.5, this is how each shield generator would add more points.
Shield 1: 10,000 units
Shield 2: 5,000 units, totaling 15,000 units.
Shield 3: 2,500 units, totaling 17,500 units.
Shield 4: 1,250 units, totaling ‭18,750‬ units.
And so on.

Right now I have a major problem on my server where people just spam shields and combat becomes stagnant. If we eliminate shields entirely, people are too scared to engage in battle in the first place for fear of denting their beautiful ship.

Shields are not viable in a PVP server until such a feature is added, because even the most brokenly overpowered weapons on the workshop can be overcome by crazy shielding.
Last edited by Ace; Jan 1, 2020 @ 3:44pm
< >
Showing 1-5 of 5 comments
Ace Jan 1, 2020 @ 3:40pm 
So is the developer interested in some kind of diminishing returns mechanic? This surely wouldn't be hard to add.

Hell, gimmie the code, I'll try to figure it out.
Ace Jan 6, 2020 @ 12:47pm 
Not really. My experience is that they just spam more power. Also I think the config for power is broken.
Last edited by Ace; Jan 6, 2020 @ 12:47pm
Ace Jan 6, 2020 @ 8:22pm 
I don't think you understand what I am saying. We tried this. It didn't work. The reactors never explode despite not being armored. Armor is unnecessary if the shields block all damage ever, and you can just spam more reactors to spam more shields.

The shield hit points typically ranged in the millions after a while on the server, with absolutely no discernible counter.

The fuel intake does not happen fast enough to counteract this issue. Even without much fuel, the shields don't sap enough power to get rid of fuel stores before combat becomes outright boring. Both sides exhaust ammo before ever neutralizing shields, and when energy weapons are also involved, they still fail to defeat the shield juggernauts.

All I am asking is for a config option that lets me combat shield spam by making ♥♥♥♥♥♥♥♥♥ of shields less viable of a strategy.

Furthermore, small ships are rendered totally useless by the shield mod.
Last edited by Ace; Jan 6, 2020 @ 8:27pm
Ace Jan 8, 2020 @ 5:20pm 
One work-around for now is to use the config to make kinetic weapons OP against shielded targets.

However, this is not ideal, as ramming just becomes the new meta.
Last edited by Ace; Jan 8, 2020 @ 5:20pm
Ace Jan 11, 2020 @ 10:04am 
Ramming is boring. :C
< >
Showing 1-5 of 5 comments
Per page: 1530 50