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=== Assistant: Nice, now you’ve basically given them passive regen + shields on top of everything else 😅 === Nice, now you’ve basically given them passive regen + shields on top of everything else 😅 You said: : I’ll treat that as: * Every swarm unit: - Shield regenerates +10 HP/sec - Body regenerates +10 HP/sec * This happens continuously, as long as they’re alive. We’re still in the setup where: * Each unit has: - 100,000 shield HP - 1,000,000–100,000,000 body HP (depending on tier) * There are ~10²⁰ of them * They can: - Dodge - Combine - Devour the dead - Mutate (fast) - Coordinate with a hive mind And you have your totally insane fortress with: * 20× 1000 mm kinetic guns (0.01c, double fire rate) * 20× atomizers * 10× lasers * 100× light-speed 1000 mm railguns * Infinite ammo, durability, power ==== Take a basic unit: ==== * Shield: 100,000 HP * Body: 1,000,000 HP * Total: 1,100,000 HP Regen: * Shield: +10/sec * Body: +10/sec * Total: +20 HP/sec If nobody is shooting it: * To fully regen from 0 to full: - Shield alone: 100,000 / 10 = 10,000 seconds (~2.8 hours) - Body: 1,000,000 / 10 = 100,000 seconds (~27.8 hours) So: * Short-term (seconds): regen is tiny vs your damage. * Long-term (minutes to hours): regen brings partially damaged units back toward full if left alone. Same idea for bigger units—just larger pools, same regen speed, so even slower relative to max HP. So regen is not saving them during focused fire from your guns. But it does matter a lot for: * Units that get scratched and then escape. * Fronts where your fire is thin or intermittent. * Long battles where damage accumulates but isn’t finished. ==== ### ==== Before regen: * Any damage you did stayed unless they devoured or mutated around it. * Wounded units stayed wounded, easier to finish later. With regen: * Units that take minor or medium damage but then get out of your fire: - Gradually heal back up. * Over time, all non-finished damage in low-pressure areas: - Disappears. So: : ===== Their 100k HP force fields: ===== * Used to be a one-time buffer. * Now: - If a unit pulls back from the front and waits long enough, - The shield can slowly recharge. That means: * They can rotate units: - Freshly shielded ones to the front, - Damaged ones to the back to regen. * Over long battles, shield integrity across the swarm stays higher. ===== This regen stacks with what they already had: ===== * Devour: - Big heals / evolution from eating corpses. * Regen: - Constant slow healing even without eating. So now: * Devour gives bursty healing and growth. * Regen gives baseline maintenance, constantly undoing your lighter damage. Mutation + hive mind will likely: * Evolve forms that: - Retreat at the right times, - Maximize survival just long enough to regen and come back. ==== You still: ==== * One-shot or quickly erase anything you really focus on with: - Railguns, - Heavy shells, - Atomizers. Regen doesn’t matter for targets you blast into atoms. But you’ll notice: # Fronts don’t “wear down” the way they used to - If you don’t keep pressure on a direction: - Damage recovers, - Shields recharge, - It’s like you never softened them up. # You can’t “tag everything once and finish later” - Half-damaged units that slip away come back healthier next time. - You’re forced to: - Either finish them right there, - Or accept that the damage might get undone. # Time tilts slightly more toward the swarm - Before, long wars favored you (infinite ammo, no wear). - With regen + fast mutation: - The longer the war drags on, - The more: - They evolve, - They heal between waves, - They exploit any lapse in your pressure. ==== Roughly: ==== * You still win any direct, focused engagement: - Your weapons massively out-damage 10 HP/sec regen. - Anything in your crosshairs doesn’t live long enough to enjoy regeneration. * The swarm gets: - Much better endurance on lightly contested fronts. - The ability to recover from partial defeats if you don’t atomize and move on aggressively. - More time for: - Devour, - Combining, - Mutating around your current patterns. So: : It pushes the battle even more into: * You must finish what you start, * You must keep pressure where it matters, * You can’t rely on “they’ll stay weak from last time”. If you want, we can next: * Buff your side with something like area denial fields or “no-regen zones”, * Or give the swarm faster or exponential regen under certain conditions (like when combined or while devouring) and see if that finally starts outpacing even your crazy DPS.
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