Energy Sheilds
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Energy Sheilds
i was thinking that for an inoridinante amount of energy you sould be abale to project force dome's around your base. Like you set up the projectors every where and then they make a dome around its area. So units and lasers can go through, and nukes can hit it. But BB and Indimidator shots are stopped. Also its another esxuse to adda cooleio ripple effect. Mmmm coolieo riple effect. So see every hit would suck energy out of your base, so a hevey volly of shells can cripple your economy and weaken your sheild till it fails. Then nuke em!
- [K.B.] Napalm Cobra
- Posts: 1222
- Joined: 16 Aug 2004, 06:15
I like the idea of the shield dome. But if this is implemented i think it would be a great idea to make it as customizable as possible this means.
a) A tag if a weapon is Rocket, Laser, Plasma (i'm not sure if this already exists)
b) A tag for the shield which defines what the shield blocks ie. types above and possible prevents units from driving through.
c) It should be able to attach the shield to units or buildings (no major difference :) )
So how to destroy such a shield?
a) An idea could be that the shield has a recharge rate that means that it can take a certain amount of hits and then it fails if this hits can't be covered by recharge rate. (a different colouring for indicating shield strain would be great)
b) Same as plasma repulsor: Every hit consumes a certain amout of energy (depends on strenght of weapon). If no energy is left the shot goes trough the shield.
a) A tag if a weapon is Rocket, Laser, Plasma (i'm not sure if this already exists)
b) A tag for the shield which defines what the shield blocks ie. types above and possible prevents units from driving through.
c) It should be able to attach the shield to units or buildings (no major difference :) )
So how to destroy such a shield?
a) An idea could be that the shield has a recharge rate that means that it can take a certain amount of hits and then it fails if this hits can't be covered by recharge rate. (a different colouring for indicating shield strain would be great)
b) Same as plasma repulsor: Every hit consumes a certain amout of energy (depends on strenght of weapon). If no energy is left the shot goes trough the shield.
Last edited by Rayden on 21 May 2005, 14:42, edited 1 time in total.
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I believe those were RAY shields... stop high speed energy weapons but do nothing for slow moveing objects like Kbots or vehicles, or rocks and grenades/really slow artillery/mortars.
PARTICLE shields stop any MATTER from passing thru the shield, like Rocks grenades artillery, and Kbots/vehicles.
Then there are REPULSIVE/magnetic shields, which simply push any MATTER (missiles/artillery/vehicles) away, although a VERY fast projectile will pass thru the region of effect its aim will be perturbed.
PARTICLE shields stop any MATTER from passing thru the shield, like Rocks grenades artillery, and Kbots/vehicles.
Then there are REPULSIVE/magnetic shields, which simply push any MATTER (missiles/artillery/vehicles) away, although a VERY fast projectile will pass thru the region of effect its aim will be perturbed.
I just meant it should be user defined what type a shield is. Anyway i think such shields would be a great addition to Spring in general.
Even i don't know how they would affect game performance as there is a discussion about performance sucking of plasma repulsor :). But i think it would be possible to keep the computer calculations as easy as possible if you use the collision grid to display the shield.
Even i don't know how they would affect game performance as there is a discussion about performance sucking of plasma repulsor :). But i think it would be possible to keep the computer calculations as easy as possible if you use the collision grid to display the shield.
This would reduce the complexity a lot (but will look way less stunning!).Rayden wrote:Even i don't know how they would affect game performance as there is a discussion about performance sucking of plasma repulsor :). But i think it would be possible to keep the computer calculations as easy as possible if you use the collision grid to display the shield.
I had a cool idea! Shilds sould work like absorbers, so they absorbe the energy (kenetic or otherwize) into their flux sheild capasiters (and why not?) and once it reaces a critical mass flashpoint, then the shild will creat a matter-antimatter flux implosion . That is, a shild can take so much damage untill it implodes and damage's (or kill's) eveything it was protecting. This would ensure that a shild would be helpfull and also be a hinderence. Like a hevy tank that's realy slow!. See if the battle ends and the shild still hasent absorbed the amount it require's to implode then it would bleed it off into your coffers! Makeing it a risky powergeneration methid.
But namly its a exscuse to have a cool shimmery feild dome thing that implodes with a awsome special effect!
But namly its a exscuse to have a cool shimmery feild dome thing that implodes with a awsome special effect!
I made the scout vehicle on both teams be repellers.
Very cool effects.
If you haven't seen it.
http://www.epicedit.com/incoming.avi
Didn't someone ask for a video at low speed? o.O
-Buggi
Very cool effects.
If you haven't seen it.
http://www.epicedit.com/incoming.avi
Didn't someone ask for a video at low speed? o.O
-Buggi