A new look at sheild mitigation and ship dmg - player input/ideas appreciated!

After reading through the posts on shield dmg mitigation and looking through the files on how it’s increased/decreased. It seems to me that the system is slightly flawed (for the purpose of reducing focus fire). As a recap, the shield mitigation goes up as your ships takes more DPS(number of ships shooting is irrelevant other then more ships mean more dps). IE more dps = more wasted dmg to mitigation but the ship dies faster reducing your Opponent's DPS (there is some min/max math you could do here to determine the highest DPS vs. Opponent's DPS lost and optimize this). I wonder how hard it would be to have ships that are taking dmg(hull) lose effectiveness at a rate that would increase the usefulness of spreading fire.. I suppose an issue with this would be to focus fire but change the target every time the ships dmg /effectiveness lost reached the optimum point which might in all honesty make the problem worse. Does anyone else out there have any other ideas? I personally want something more from the combat system. I feel all the necessary mechanics are in place but even one or two more levels of complexity would be great! Please do not get me wrong, I love this game, I just think it could be so much more without adding too much to the micro of battles (perhaps something as simple as the direction from which a ship is getting hit , or the chance of critical hits knocking out wep systems). I just wanted to start a post that will pool ideas sround this subjet in hopes that Ironclad might notice.

5,939 views 4 replies
Reply #1 Top
If your empire was in a good enough state so that you could micromanage battles to that incredibly small degree, you wouldn't need to micromanage, just throw a couple dozen extra ships at them.
Reply #3 Top
The simple solution to the mitigation system without overly increasing game complexity (like critical hits disabling systems) is to make mitigation decay exponentially. This way one high-DPS ship is not able to max out the mitigation of a ship. Likewise, the mitigation cap could be increased, further decreasing the effectiveness of focus fire.

Mitigation would have a half-life, so 30 DPS would result in a fairly low amount of mitigation, 300 DPS would result in a mid-to-high mitigation and 3000 DPS would cap it out.
Reply #4 Top
That is a really good idea. I think it would acomplish the very goal Stardock was trying to reach. It would be simple to implement in a patch as well.