KGJV wrote:QUOTE (KGJV @ Sep 16 2008, 01:18 PM) what if nan could restore the energy pool of the target too ?
this would only happen when the hull of the target is at 100%
So if you fire nan at a target:
- if hull is less than 100%, than the hull starts to regen (like now)
- if hull is 100% then the energy of the target starts to regen (new stuff).
Of course this would require a code change.
How about this for a code change: NAN3: repairs hull, shields, and energy.
If hull < 100%, regen hull.If hull = 100% and shields < 100%, regen shields at 50% of the hull regen rate.If shields and hull are both at 100% (or the nan target has no shields), regen energy at 25% of the hull regen rate (overcharging).If hull, shields, and energy of the TARGET are at 100%, drain the NAN ship energy, then shields, then hull at 200% of the regen rate. Think of this as an overload penalty/feedback loop, or a circuit fail-safe to prevent overloading the target.BONUS: Penalizes nan pilots who are not paying attention. Nanning will require more focus. When your target's all charged up, you better STOP FIRING. CAVEAT: An energy meter indication on friendly ships becomes extremely useful; if this Nan3 stayed around long, folks would clamor for an energy indicator. ODD SIDE EFFECT: accidentally nanning a fully healthy enemy would damage the nan. Just imagine the (0) questions... "I shot that guy, but my ship died! What th!?!--"ANNOYING SIDE EFFECT: Over-nan suicides due to energy indicator lag! You never know...
Result (theory sans any sort of numbers):
Making this researchable tech slows deployment a bit.Only mountable on Adv+ scouts. Repairs hull 10% faster than Nan2, but requires 25% more power to do the job. It's a net loss if you're not planning on using it for full hull/shields/energy regen on big ships.Reduces the effectiveness of randomly nanning; if you overdo it, you start taking damage.Scaling the regen (100%, then 50%, the 25%) nerfs it a bit. Might reduce the cheese factor.Provides a way for nans to be more useful, but this new ability will require more strategic thinking. Example: after a defender attacks but fails, leaving the nan target damaged, is it more efficient to wait until the nan target's shields regen by their own recovery time, then use the nan to regen energy? Or should the nans just pour all their energy into repairs, taking the risk of depleting their own power too early?Easily nerfable by adjusting the amount of energy drained from the nan ship with each firing, and the feedback loop damage penalty.
How to defend against it:
During the initial attack, one or two attackers take down the shields of the main target first to reduce the energy regen effect of the nans.Then spread damage across the nans as quickly as possible; each pilot focus on one nan and drill it dead. COORDINATE!Get between the nan and its target: you get repaired, then the nan gets damaged if it "overcharges" you accidentally.Lather, rinse, repeat.
Then again, what do I know... I've been out of the Allegiance loop so long, I didn't know FigBees were useful end-game tech at all!
