Currently, it is set you only gain Energy for Healing or Being Healed such you are at less than 30% HP both. This can be tweaked to work easily:
Such That one gains back energy at a relatively 'max capped' rate, to prevent uncontrolled "Snowballing" effects.
- (1) You the Healer for Repairing a a target that has less than 20% of their HP.
- (2) You the Healer for Repairing a a target that has less than 40% of their HP.
- (3) You are Being Healed and are at less than 60% HP if a Tac/Arty, 40% as a Dreadnought or Destroyer, and 30% if a Corvette.
In this way, the "Tank Tac" Koshie can do its job on the move as a "Jumper" or an otherwise more mobile build as it is meant to do, with Self-Sustain enough vs minor damages longer while helping others.
It also means that when you swoop down with an Oberon to save someone you can gain back what your Engines are using to then put PtW, however still keeping ''infinite max healing'' restricted, with each case and in total amounts of Energy per Second of Healing not exceeding a total capped value.
As to help break "Heal Balling" / Chain Repairing TCs issues, Have Tac 'Auto-Beams' only heal other Tacs by 30% the normal amounts or simply not be able to lock onto them if others around?
If a TC could only be Auto-Beam healed by another TC Auto-Beams for 20% to 30% their normal rate, it would greatly help to "Fix" the issue of Chain-Heal_Jerking Harwitches, while keeping the 'reimproved' AS from breaking again. Or how so to address this matter?
With "Sustained Repairs" now cut, we can by all means burn down targets. As for more extreme cases or such . . . again, the idea of "reduced healing effectiveness" the more repairing a ship gains in a fixed time amount past 5x to 10x normal max HP, with 10% reduced healing for each 1x max HP of healing done there after?
DNs could still tank though not forever if focused on which is already the case to a point. . . The other idea to be a max cap on how much healing ONE target can recieve. *(again per a period of time, past the starting burst worth X3 normal Max HP for that ship, then Normal capped healing, then a gradual fall-off from there over time.)
By such a method "Healing_Balls" do very much get checked if people are lazy vs focused effective fire but by the same time, Tacs could use AS situationally to Self Sustain.
Thoughts, Ideas, Suggestions?