From post: 185420, Topic: tid=12415, author=SeeJay wrote:Before the latest build (haven't tried taking out a station in that one yet) I didn't need a single missile to take out a station complex
with about 8 turrets and 10 shields.
Strafing with guns did the job. Took a while but not too long for a single pilot.
Hmm.
Were the shields concentrated in one general area, or spread over the entire facility? You may find that the more concentrated the shield modules are, the harder a time you'll have breaking through to deal damage. There are only a handful default stations I've run into that have somewhat bothersome shield stacks - one of them is Aquila Station (near the Rucker gate) as most of its shields are centered around the base of the command module. I tried to chew through those with particles only and couldn't make any progress. Instead, I tried to rely on turret friendly fire to help me out, which is an unreliable and time-consuming method at best and a good way to die at worst.
From post: 185304, Topic: tid=12415, author=starschulz wrote:How would it make shields an absolute joke? right now stations with 5 stacked are almost impossible to destroy without an exodus attack [ to the shields individually, not the command ] I would think that even if you took the shields down and got a few particle shots in with your remaining energy, it would at least be possible to do.
Chewing through shields would cease to be a problem at all, making bombing runs even less risky than they are right now. It'd also make using turret friendly-fire to clear modules a cinch when you can suppress shields with ease, as those tend to be your biggest obstacle when using that particular tactic.
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Perhaps the simplest solution to the shield problem is to make the regenerative effect not stack anymore (thus making multiple shields in one area not have any benefit whatsoever outside of having redundancies), then buff the module shield capacity/regen a bit to compensate to somewhere in the region of what you experience fighting capital ships. That, or make the regen stack have diminishing returns such that it stops having any real effect past say, two or three shields.
As far as having more of a penalty associated with dying, personally I don't mind since I do my damnest to
not die as it is, whether attacking or defending in these cases. What this sort of thing would do is make life harder when you're starting out and still learning the ropes.
Right now, I feel the larger concern is the relative emptiness of MP. I don't believe this faction/war system was designed around having sporadic activity on both sides, especially when you factor in players who'd rather do their own thing than get involved in the war. I'd certainly like to see the SP NPC architecture brought to life in MP so they populate the universe some more and interact with players/do their own things, although I figure there's a very good technical reason why Vice chose not to do that.
Also as an fyi: capital ships don't really pay much attention to hostile modules currently. They won't really shoot them much, since their big guns are scripted to fire only on other capitals right now, so their only value is as a big punching bag for hostile turrets. NPCs definitely could use new tricks against static targets though (ie. not flying to a distance of 200 and sitting still afterward).