Shields truly trivialize the late game (and massive firepower as well... but thats another topic) so i suggest diminishing returns for shield generators. Such a change would give shield booster components a new lease on life (and perhaps reduce the full +turret layout norm that we have now). I have never needed more than 600k shields even on insane difficulty so that is the marker which the rest of the math of this post will try to aim to hit.
After fiddling around on an online graphics calculator https://www.desmos.com/calculator iv found a hyperbolic growth decaying equation which can be easily modified optimizing 2 factors: linear growth which is a fraction of added shield generators, and a limiting factor which when approached reduces the gains from additional shield generators.
(100000*x/(100000+x)) + x/13
This equation will gain 1 shield for each shield point a shield generator generates at low values; but as the shield points increase, the fraction of actual shields gained becomes less and less. !00k shields would be impossible if not for the small "x/13" linear growth factor which gives a minimum of 1/13th the shielding from a shield generator.
Of course these numbers are just a suggestion, they could be changed to make things easier or harder on the player, to provide more/less linear gains or more/less exponentially decaying gains. Simply by changing the 2 constants in the formula.
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SkyCore
Shields truly trivialize the late game (and massive firepower as well... but thats another topic) so i suggest diminishing returns for shield generators. Such a change would give shield booster components a new lease on life (and perhaps reduce the full +turret layout norm that we have now). I have never needed more than 600k shields even on insane difficulty so that is the marker which the rest of the math of this post will try to aim to hit.
After fiddling around on an online graphics calculator https://www.desmos.com/calculator iv found a hyperbolic growth decaying equation which can be easily modified optimizing 2 factors: linear growth which is a fraction of added shield generators, and a limiting factor which when approached reduces the gains from additional shield generators.
(100000*x/(100000+x)) + x/13
This equation will gain 1 shield for each shield point a shield generator generates at low values; but as the shield points increase, the fraction of actual shields gained becomes less and less. !00k shields would be impossible if not for the small "x/13" linear growth factor which gives a minimum of 1/13th the shielding from a shield generator.
Of course these numbers are just a suggestion, they could be changed to make things easier or harder on the player, to provide more/less linear gains or more/less exponentially decaying gains. Simply by changing the 2 constants in the formula.
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