Just idea of new unit - mobile repulsors

Just idea of new unit - mobile repulsors

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

oldsergey
Posts: 14
Joined: 31 May 2006, 15:33

Just idea of new unit - mobile repulsors

Post by oldsergey »

Can we make mobile repulsors with huge cover area?

It will be nice stratigical unit which will allow side using it to focus on laser based units, and defend it's forces vs mass thuds, crogies, tanks and etc.

Is it nice idea?
0 x

User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

what mod are you talking about?

But yes, AFAIK the repulsor weapon could be applied to a mobile unit.
0 x

oldsergey
Posts: 14
Joined: 31 May 2006, 15:33

Post by oldsergey »

in any mod - it's just idea for mod developers.
0 x

User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

a mobile deflectror unit could be nice to add.
ofcourse not with a "huge cover area".
0 x

User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

The reason no ones added them is because they are so imbaleneced its not funny. In V:TSW, I added a nobile repulser, Big mistake, It deflected about 30 of the heavy defnece cannons fire away, Allowing me to reclim them all.
0 x

User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

hmm, i like. it would be nice to see you army walk towards a base and only worry about laser and running out of E. besides, its not like the deflect all weapons. there should be some laser weapon on your defense line at some point. it just can't have an insanely huge field. it works both ways too. cant fire plasmas from inside.

although, if it is fired straight, it picks up speed. i wonder how much a plasma shot would cost to deflect the was sped up by another repulser.
0 x

User avatar
SinbadEV
Posts: 6475
Joined: 02 May 2005, 03:56

Post by SinbadEV »

KuroTA had medium sized tanks with repulsors just big enough for themselves... it was a decent effect...
0 x

User avatar
Guessmyname
Posts: 3301
Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Large-area shields would be crap anyway. They'd suck up loads of energy if your enemy put several units next to it to shoot at it (I would), and the enemy units can simply walk through it and shoot.
0 x

User avatar
Soulless1
Posts: 444
Joined: 07 Mar 2006, 03:29

Post by Soulless1 »

now UNIT-repulsing shields, that would be a cool twist :D
0 x

User avatar
Drone_Fragger
Posts: 1341
Joined: 04 Dec 2005, 15:49

Post by Drone_Fragger »

Yup.
0 x

User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

Guessmyname wrote:Large-area shields would be crap anyway. They'd suck up loads of energy if your enemy put several units next to it to shoot at it (I would), and the enemy units can simply walk through it and shoot.
only lasers. even if you're within the field, it still deflects. give it a shot. place one down and walk a peewee or stumpy inside the field, you'll notice the shots are still being deflected
0 x

User avatar
MR.D
Posts: 1527
Joined: 06 Aug 2005, 13:15

Post by MR.D »

With all the new variables for repulsors added in the next Spring version, a balenced Shielded unit is very possible.

Most units can be changed in code to be resistant to certain weapons, but that isn't nearly as visible as what the code for the shields can do.

Now that shields can be drained on a PER UNIT basis and not by global Energy income, a unit can have its shields collapse as fast or as slow as you want.
0 x

User avatar
wizard8873
Posts: 254
Joined: 21 Jan 2006, 02:42

Post by wizard8873 »

alright. this could actually balance it out so a peewee won't drain your economy of energy.
0 x

User avatar
Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

SinbadEV wrote:KuroTA had medium sized tanks with repulsors just big enough for themselves... it was a decent effect...
Well, acctually, they can cover units close to them...providing it wasn't a high-power shell. The shield was designed to only be effective vs tank shots.
0 x

User avatar
BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Guessmyname wrote:Large-area shields would be crap anyway. They'd suck up loads of energy if your enemy put several units next to it to shoot at it (I would), and the enemy units can simply walk through it and shoot.
SWTA could use those. Its the basic idea behind the gungun shield in Episode 1, and, despite how bad that film was, the basic principle works fine.
0 x

Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

what about "chargeable" repulsor ...

like it need to "charge LOT of energy" for each shot it want to repulse (like big missiles)

combined with limited radius ...

l1 or l2 unit , definitely cheaper and faster to build than l2 static repulsor

usage? to cover needed area UNTIL construction of static repulsor is finished ...

due to energy cost of each reflected projectile and recharge rate/delay it became usefull for fast temporary protection on critical structure for short time ...

yet it is still easily overloadable ...
0 x

User avatar
PenguinMaster
Posts: 25
Joined: 04 Jun 2006, 04:18

Post by PenguinMaster »

How about a weak drone that had a very small shield,
s=shield d=drone
sss
sds
sss
(drone would take up 2x2 on the grid, so each shield section is 2x2 too)
could you line them up like a wall to defend your base?
Or, is there a way to change the shield so its a line in the way the drone is facing? like
drone facing <
sssdsss
drone facing ^
s
s
s
d
s
s
s
0 x

Rusher
Posts: 9
Joined: 19 Feb 2006, 15:17

Post by Rusher »

Make the area thats guarded get a weird looking energy - dome over it :P
0 x

User avatar
Abe Xedinski
Posts: 10
Joined: 08 Mar 2006, 20:21

Post by Abe Xedinski »

Wouldn't it be too much like Perimeter? (http://www.pc.sk/drivers/hry/clanky/per ... _big13.jpg)
0 x

User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14637
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

what's wrong with that?
0 x

Post Reply

Return to “Game Development”