Try turning shadows on.Pxtl wrote:Well, a semitransparent normalmap would be a nice effect for the shields. Something other than a plain colour.
Shields - general list (feel free to add things)
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- EXit_W0und
- Posts: 164
- Joined: 22 Dec 2005, 01:33
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.
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.
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.
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..
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..
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.