Geoff the Medio wrote:
Naively, I don't see why ships blockading should be recovering shields.
Well, I think that depends on how the blockade is done. If the blockading player decides to actively attack/bombard the planets every turn, then I'm with you, that counts as actively being in combat and therefore shield regeneration should be treated accordingly. If however the blockading player decides to sit back and just lets his forces passively blockade the system (that is, his ships don't attack the enemy planets), then the ships aren't really actively involved in combat. Consequently shield regeneration should be handled accordingly too in this case.
As the current implementation of the combat system does not provide the possibility for different blockading strategies, this can't be done now. That's why I thought the 1/turn regen in combat and full regen out of combat solution would be the best for now. As that's not really a big issue, I've no problem sticking with only full regen out of combat of course
If they don't, it gives the empire being blockaded the opportunity to wear down the blockader with multiple attacks.
I totally agree with you here - but the way you describe this scenario, the defender is required to actually launch multiple attacks in order to wear the blockader down. If he does, he keeps the ships of the blockader "busy in battle", thus wearing them down by not allowing them to regenerate their shields. But he has to make use of this opportunity (and obviously also have the means to do so), otherwise there is no "wearing down" and the blockader's ships should be able to regenerate their shields.
The way it's now this isn't an "opportunity", as it happens automatically anyway, regardless of what the defender does. That's of course acceptable for the temporary implementation of the combat system we have now, but do you think that it should be that way even in the final implementation?
I'm actually inclined to make ship shield regen slower than full when out of battle, so a one-turn break in attacks isn't a huge setback due to instant regen it allows.
That actually boils down to the question of how to balance shields so they don't become too powerful. One way would be as you described: limiting the regen rate. The other one would be to make shield techs / shield ship parts sufficiently expensive. Or, if you want to look at it form another side, limiting max shield strength. You're obiously more inclined toward the first solution, personally I'd prefer the latter ones. But I think that's more a matter of taste, as I can see both systems work if well designed and properly balanced.
One issue might be the need for players to move ships in and out of a system to give them a turn of rest to regen, which would be annoying micromanagement.
That's something I haven't considered, but that's actually a good point. On the other hand, if going with the solution to require the defender to continually launch some kind of attacks on the blockading forces you're stuck with the same annoying problem, just for the other side... but we are getting off topic here I think, should we move this discussion into brainstorming?
Yeah, you're right. Old habits die hard, I'm still often tempted to just trying to find out how things work by (like in this case) looking at source code or going by trial and error. "If everything else fails, try reading the manual" is a wise counsel I need to constantly be reminded of...