2025-07-18 01:51 CEST

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IDProjectCategoryView StatusLast Update
0000119Spring engineGeneralpublic2007-01-29 11:11
ReporterArgh 
Assigned Totvo 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusresolvedResolutionfixed 
Product Version 
Target VersionFixed in Version 
Summary0000119: Feature Request: "Free Repulsor".
DescriptionLike the "Free Interceptor" request, this is a request that a currently-implemented feature be extended, to provide modders with a greater range of gameplay options.

Very simply, I like the Plasma Repulsor, but I'd like to repulse things that used different drawing methods. The current implemenation works great, and could be used with minor changes for other kinds of shots, but limiting it to plasma only really limits the ways that modders can bring the look-and-feel of a mod together. For example- what if I want to build a mod that relies heavily on "shields" around units? Right now, the only practical way to do that is have everything fire plasma shells. While that *works*, it's hardly ideal, from a modding standpoint- it'd be visually confusing to players, and would also lack any variety- a given unit would repulse *all* plasma with the exact same behaviors, no matter what it was being hit by, with the obvious (and useful) loopholes put into the current code.

Warlord Zhinj has also requested this for the flagship SWTA mod- in his case, he's just wanting it for lasers. I'd strongly prefer that we had "repulsors" for all of the available shot types. Ballistic weapons, and line-of-sight weapons using "physical projectiles" (i.e., models) could use the current physics code for plasma, and probably use the same special-effects, drawn around the origin of the incoming shot, without any issues.

With lasers, on the other hand (since I'm making a feature request, I might as well shoot for the moon, right? heh) I'd like to see lasers bounce off without undergoing any apparant change in velocity, with some sort've randomizer variable to let the occasional shot get through, if desired. And I think it'd look awesome if the beam was reflected on the sphere used for the shader effect, while making a slight dent, so we'd see a faint reflection of the beam across the shield as it zipped away. Beamweapons should continue to beam- the beam should continue to its maximum range (or an approximate kludge).

And I'd also like a pony, and a castle, and my very own trained ape.

Yes, that last part was a joke. I know this is a big feature request, but think of the possibilities- we could have Star Trek / Star Wars types of mods with awe-inspiring capital ship battles... shielded Uber-Mechs with different shield strengths and weaknesses against each other... etc. :-)
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-Notes

~0000129

EMPeror (reporter)

I think what should be implemented is armor types, ala Warcraft 3. Certain types weapons affect certain types of armor differently.
Something like a table:
Weapon Type Armor Type Damage Factor
Plasma Steel 1.0
Explosive Steel 1.0
Chemical Steel 1.0
Plasma Shield 0.4
Explosive Shield 0.4
Chemical Shield 2.0

The damage source types and armor types should be
definable by the mod maker.

~0000130

Argh (reporter)

@Emporer, etc... if you read the Spring documentation, we already *have* armor types and classes. The PlasmaRepulsor is, in a sense, just another way to represent these sorts of game-design relationships. However, from a modding point of view, what's important is that it would be visually impressive... and much more *random*. My research with the current PlasmaRepulsor has shown me that with projectiles all sharing the same velocities, but differently-sized explosion radii, it is quite possible to arrive at randomized damage scenarios... what we're asking for (and, it appears, from the article in Development, are getting) is a lot more control over what weapons work against repulsors, just as we have control over "normal damage" already.

~0000652

tvo (reporter)

Already possible according to several people.
+Notes

-Issue History
Date Modified Username Field Change
2006-03-09 17:46 Argh New Issue
2006-03-18 02:53 EMPeror Note Added: 0000129
2006-03-18 05:17 Argh Note Added: 0000130
2007-01-29 11:11 tvo Status new => resolved
2007-01-29 11:11 tvo Resolution open => fixed
2007-01-29 11:11 tvo Assigned To => tvo
2007-01-29 11:11 tvo Note Added: 0000652
+Issue History