Shields - general list (feel free to add things) - Page 2

Shields - general list (feel free to add things)

Requests for features in the spring code.

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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Pxtl wrote:Well, a semitransparent normalmap would be a nice effect for the shields. Something other than a plain colour.
Try turning shadows on.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

On ATI it doesn't make a difference. They are always just solid-colored.

Cue Argh blaming ATI, because clearly spring can't be wrong...
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

ATI does suck, similar problems pop up in all OpenGL based programs.
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EXit_W0und
Posts: 164
Joined: 22 Dec 2005, 01:33

Post by EXit_W0und »

2 Suggestions, i think they haven't been mentioned before:

Have the shield weapon targetable like a unit in the damage section of a weapon. So we can have weapons specialized for draining shields.

A tag InvisibleTillHit - does what it says on the tin, would look pretty cool especially if it only showed a section of shield that was hit dictated by a percentage. So invisibleTillHit 0.25 would show the 25% of the shield nearest the point of impact.

I don't care too much about the second one it's just nice to have.
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

One thing I was thinking about with the shields: is there any "decay" rate if the shield is unpowered? After all, if a person wanted on-offable shields, that would work well - the shield could be 100% effective when "on" but still allow explosive blasts/special weapons through, but fade out rapidly when "off" for example.
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Fanger
Expand & Exterminate Developer
Posts: 1509
Joined: 22 Nov 2005, 22:58

Post by Fanger »

We also need some way to control the blocking time behavior, as it is shields never go down, they have a certain amount of hp but if that isnt enough to stop a shot then they go through and hit the target but the shield is always regenerating.. I would like some way of doing the following..

having shields start off fully charged...

have shields go down when reduced to 0 hp Ie a cooldown time before the shield can go up or begin regenerating itself..

and in addition to the above a tag that specifies whether the sheild comes back at full, or has to regen from 0 once the cool down time is over..

This would alleviate the major problem I see with sheilds is that they never actually go "down" they just go low and cant block everything..
bwansy
Posts: 385
Joined: 02 May 2006, 05:21

Post by bwansy »

I am wondering, if shields are treated as weapons, and ordinary weapons can have a "firing arc" that limits the angle at which the weapon can fire towards, can shields have the same feature, too? Then there can be "partial shields" i.e. shields that are not full spheres but only protect the top like an umbrella, or the front, etc.
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