Only way you get a "multiplicative" effect is if you have something blocking a percentage of incoming damage before it's blocked as a flat amount, but if you're scaling energy to damage reduced then it's pointless. It's hard to add complexity to shielding as there isn't much complexity to damage right now.Braum wrote:A shield for my shield... I like it!
We hit similar problems with trying to add "support" abilities to armour. What do you do? Slow them down? I've personally never used a slow capsule (and never needed to), I'd rather put my points into more damage. About the only thing I can think of is modular equipment that affects the rate at which biters emerge from nearby spawners. Maybe also one to reduce biter resistances but I think this would be healthier added innately to armour piercing ammo (so it actually, you know, pierces armour).
Changing the way damage is spread out is a good option but we already have that with discharge defence. Properly applied this would be rather useful in a car or tank so you can't get boxed in as easily. Or maybe you wade in to a huge wave of biters, let your shields tank while you AoE them all to death.
Something I'll add though, I think personal equipment should be disabled while in a vehicle. This is already something of a pain when my roboports try to deploy a construction robot to repair the tank I'm in that is surrounded by a mob of biters. It will add healthier balance to the game and you have incentive to build more of each module.