While i understand the "Why" this measure has been implemented (excessive turtling and shield-boat spam making the UEF navy de-facto invincible once 3 or 4 of them entered the playing field) i think it was implemented (with due respect) rather poorly.
The system in place effectively generates damage from nothing for every overlapping shield, other than being fairly inintuitive and contrived the spontaneous generation of value is something that, in my modest opinion, belong more to the world of economics than war (videogame and not).
Thus i propose this rework in the hope to still attain a situation where shields are not impenetrable while avoiding the "damage ex nihilo" scenario.
1: Regeneration speed and health reduced slightly for all shields
2: When hit, the shield transfer equal parts of the damage to overlapping shields, this damage is subtracted from the damage suffered by the shield receiving the hit
3: A shield can transfer 3,5% more damage the more shields overlap (eg: 1 shield=3,5% damage, 2 shields=7% damage, 3 shields= 10,5 damage and so on) with it with a cap of 35% damage at 10 overlapping shields (values might change).
4: In case a shield is overlapped by more than 10 shields the 35% transfered damage is still divided evenly among all of them
5: A shield can suffer two types of damage: By Hit and By Transfer.
6: A shield taking damage By Hit has it's regeneration stopped for 3 seconds as it is now
7: A shield taking damage By Transfer has it's regeneration halved (might change) for 3 seconds.[/list]
In this way there is no additional damage being generated while still allowing a stack of shields to be breached.
Examples:
- Now, Non-AOE projectile (Percival), 3 UEF T3 overlapping shields
Percival damage=1600
T3 shield health= 15000hp, total of 45000hp for the entire array
Damage=1600 to first shield+15% (240) *2 to other shields=2080 damage total
Breakdown: first shield took 1600 damage, the two overlapping shields took 240 damage each
- Now, AoE projectile (Demolisher), 3 UEF T3 overlapping shields
Demolisher damage=750 AoE=4
T3 shield health= 15000hp, total of 45000hp for the entire array
Damage=750*3 to all shields+15%(112.5)*3 to all shields+15%(112.5)*3 to all shields (since there are two shields that transfer damage to the third)=2925 damage
Breakdown: all shields took 975 damage
- Revised method, Non-AOE projectile (Percival), 3 UEF T3 overlapping shields
Percival damage=1600
T3 shield health= 15000-X(see point 1)hp, total of 45000-X*3 (see point 1)hp for the entire array
Damage=1600-7%(112) to first shield+112 damage divided evenly between the two overlapping shields=1600 damage
Breakdown: First shield took 1488 damage, the two overlapping shields took 56 damage each
- Revised method, AoE projectile (Demolisher), 3 UEF T3 overlapping shields
Demolisher damage=750 AoE=4
T3 shield health= 15000-X(see point 1)hp, total of 45000-X*3 (see point 1)hp for the entire array
Damage=(750-7%(52.5)*3 to all shields+3,5%(26.25)*3 to all shields due to transfer+3,5%(26.25)*3 to all shields due to transfer (as every shield is overlapped by two other shields)
Breakdown: All shields took 750 damage each
While this might appear to make shields stronger it is also used in conjunction with a global decrease of shield health and regeneration to balance things out.
This is meant to be a discussion of the aforementioned method and not as a immediate balance change as this is not balance patch period.