@NIN3 I'm not sure of the exact nature of the mechanic, whether it reduces damage taken by shields or increases shield hp, but there's some variable that increases longevity of shields in Captain mode vs. Skirmish/other modes. Devs revealed this in some of the patch note discussion a year or so ago.
If I remember correctly, it is something like a 1 to 4 ratio, with shields being something like 4x stronger in Captain. This makes it functionally impossible to break shields in Captain mode as part of a standard melee. Breaking shields is just not an important part of the game, which is bizarre considering how important it is in every other game mode.
Captain games would be more compelling if we reduced this factor to about half to 3/4s of its current value. (Bringing it closer to Skirmish/Siege values)
Here's some Cons of Current Value:
-Makes player-on-player encounters in Captain very boring "I Go, You Go" affairs if they both have a 1h weapon and shield.
-Makes one-handed Axes a moot choice vs Swords, decreasing the impact of player perk choices.
-Decreases the usefulness of Throwing weapons in Captain, especially Throwing Axes. Since Shields are virtually unbreakable, there is no reason to change your tactics to attempt to break them.
-Makes it foolish to use many of the Improved Shield perks. Many of these perks don't increase surface area, just shield hp and resistance, making it always a suboptimal choice compared to other perks in that slot.
-Makes it so that the vast majority of players do not realize the AI will pick up new shields after theirs has broken.
-Makes it so players with good shields are able to AI exploit easily by crouching in a corner with a shield raised or other AI abuse.
-Makes it difficult to balance factions across game modes. Axe-heavy factions like Sturgia suffer these problems in Captain, while being axe-centric in Skirmish or Siege is a boon.
Pros of Current Value:
-I suspect this was originally done early on while Archers were still being balanced. I think this was to prevent Arrows from destroying the shields of heavy infantry over time, as arrows were very powerful around EA launch. I think there is a middle ground in which we are able to accomplish all of these.
Pros of Reducing the Value:
- If it were functionally possible to break shields in the duration of a standard captain melee, Axe-equipped light infantry would have a new role as anti-Heavy infantry, and Axe-Equipped Shocks would stand a fighting chance against Heavies in good positions.
- Lowering this value would open up new tactics, involving Brigands closing to volley on Heavy infantry set up in strong points so Hunters could hit them from range.
- The AI is able to recycle shields. Could open up new gameplay moments in which you have to resupply heavy infantry with scavenged shields, in the way Skirmishers and Archers do now. Since the AI is able to recycle shields this way, this decreases our dependency on the Shield Strength Multiplier even further.
- Player on Player encounters in Captain would be more interesting, as in Duel and Skirmish.
Cons of Reducing The Value:
-It will be harder to Rambo-kite lots of enemies at once
-It will be harder to stand in a doorway and draw AI aggro so your sub-par clan can win melees.
If I remember correctly, it is something like a 1 to 4 ratio, with shields being something like 4x stronger in Captain. This makes it functionally impossible to break shields in Captain mode as part of a standard melee. Breaking shields is just not an important part of the game, which is bizarre considering how important it is in every other game mode.
Captain games would be more compelling if we reduced this factor to about half to 3/4s of its current value. (Bringing it closer to Skirmish/Siege values)
Here's some Cons of Current Value:
-Makes player-on-player encounters in Captain very boring "I Go, You Go" affairs if they both have a 1h weapon and shield.
-Makes one-handed Axes a moot choice vs Swords, decreasing the impact of player perk choices.
-Decreases the usefulness of Throwing weapons in Captain, especially Throwing Axes. Since Shields are virtually unbreakable, there is no reason to change your tactics to attempt to break them.
-Makes it foolish to use many of the Improved Shield perks. Many of these perks don't increase surface area, just shield hp and resistance, making it always a suboptimal choice compared to other perks in that slot.
-Makes it so that the vast majority of players do not realize the AI will pick up new shields after theirs has broken.
-Makes it so players with good shields are able to AI exploit easily by crouching in a corner with a shield raised or other AI abuse.
-Makes it difficult to balance factions across game modes. Axe-heavy factions like Sturgia suffer these problems in Captain, while being axe-centric in Skirmish or Siege is a boon.
Pros of Current Value:
-I suspect this was originally done early on while Archers were still being balanced. I think this was to prevent Arrows from destroying the shields of heavy infantry over time, as arrows were very powerful around EA launch. I think there is a middle ground in which we are able to accomplish all of these.
Pros of Reducing the Value:
- If it were functionally possible to break shields in the duration of a standard captain melee, Axe-equipped light infantry would have a new role as anti-Heavy infantry, and Axe-Equipped Shocks would stand a fighting chance against Heavies in good positions.
- Lowering this value would open up new tactics, involving Brigands closing to volley on Heavy infantry set up in strong points so Hunters could hit them from range.
- The AI is able to recycle shields. Could open up new gameplay moments in which you have to resupply heavy infantry with scavenged shields, in the way Skirmishers and Archers do now. Since the AI is able to recycle shields this way, this decreases our dependency on the Shield Strength Multiplier even further.
- Player on Player encounters in Captain would be more interesting, as in Duel and Skirmish.
Cons of Reducing The Value:
-It will be harder to Rambo-kite lots of enemies at once
-It will be harder to stand in a doorway and draw AI aggro so your sub-par clan can win melees.