Repulsing Tower... :D :D :D - Page 2

Repulsing Tower... :D :D :D

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.

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KiviGerbil
Posts: 56
Joined: 27 Jun 2005, 17:27

Post by KiviGerbil »

i would like to see some unit with missile jamming abilities, or a repulser tower thigy.. not as strong obviously.

not a 'MEGA PWNSORRRR !!!!' - unit, really.. i hate those, too bad i don't know jack s**t about making units...

edit: i had an idea... can u limit the number of plasma being repulsed? or if ever made, the amount of missiles being jammed, i believe it could be done, but as said, i don't know squat about these things, for now

now that i mention about that, might someone PM me about a good tutorial on that, i might actually try
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Buggi
Posts: 875
Joined: 29 Apr 2005, 07:46

Post by Buggi »

Yes, flak is plasma. So if you have a tower in front of your flakker, aiming will be horrible.

The tower is quite balanced. The drain on energy is unbelievable in a big attack.

-Buggi
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KiviGerbil
Posts: 56
Joined: 27 Jun 2005, 17:27

Post by KiviGerbil »

hmm, could it be possible in any way to set a limit how low these towers drain ur energy?
Kixxe
Posts: 1547
Joined: 14 May 2005, 10:02

Post by Kixxe »

I only want a on/off button.
RELLY annoying when you use brawlers as a type of defence, my oppenth used rockets and shot em down, then detroyed the tower. and then the goliaths came in...

>.<
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Lindir The Green
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Joined: 04 May 2005, 15:09

Post by Lindir The Green »

I thought of something.

Wouldn't it be great to implement something like this for swta?

there could be a shield generator that would deflect all shots in a certain area, or maybe jedis would be able to deflect lasers with thier light sabers.
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

i think that was said AGES ago. would be cool to have a 1 way one as wel, i.e. only deflects shots coming in NOT those going out (like the gungans)
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Buggi
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Joined: 29 Apr 2005, 07:46

Post by Buggi »

If the plasma is moving away from the tower, it is unaffected. So placing a towner behind a vulcan (for example) would have no effect on the vulcan.

-Buggi
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

reall! :shock: coolness!
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

link is dead , anyone got it working anywhere or there is new version of it ?
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Kuroneko
Posts: 483
Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

Dwarden wrote:link is dead , anyone got it working anywhere or there is new version of it ?
http://www.tafansite.com/index.php?page ... QgPSAzMDc4

http://kuroneko.gotdns.com:27018/ta/RepulsingTower.hpi
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AlienDNA
Posts: 25
Joined: 19 Sep 2005, 13:23

Post by AlienDNA »

Isn't there a risk that when you build all three repulsers (plasma, laser and rocket) next to eachother, you get an invincible sphere?

You'd need suicide units, but if there are 8 annihilators around those towers, it'd be useless.

I once spent 5 hours playing against someone, and both our defence was so thick, nothing would get through. I assaulted with 30 krogoths, and I just made a tiny dent, and his constr. units would repair the dent quicker than a heartbeat. Every minute he flew 200 rapiers in, they got torn down like leaves from a tree in a hurricane. It became rather pointless after a while, there was no way to destroy eachother. The game eventually ended a tie, because his game crashed, so I lost connection.

These repulsers would only make it worse, because 30 fusion plants are built in a minute when your economy is up, and then the only remedy to thick defence, lrpc's, are made useless as well.
Dwarden
Posts: 278
Joined: 25 Feb 2005, 03:21

Post by Dwarden »

trust me there are always some ways ... but of course you dont see them in that moment ... anyway sometimes are epic battles fun ... usually some absolute insane and crazy move wins it :)
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

All you would have had to do was go in and hit a few fusions. Blow one up, set off a chain reaction, and BOOM! no more power. No power means no repulsors and no defence. Also, a fusion explosion could mean no base, but hey problem solvered!
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Pxtl
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Joined: 23 Oct 2004, 01:43

Only plasma/artillery?

Post by Pxtl »

Do they stop starburst missiles? Nukes?
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

Have an "inner-circle" thing, within which weapon fire is not deflected. Like in Star Wars Ep1. The droids outside the gungan shields could not get shots through. One they passed through the shields though...

It would also add tactical diversity: Long range deflectors that stopped LRPCs and smaller, less energy-intesive ones that cover a smaller area and stops unit fire. Also, let us give a tag to weapons that say wether or not they can be repulsed...

EDIT: Better yet, add a txt file - weapontypes.txt or somesutch. This file contains a list of all the different weapon types, ie:

PLASMA;
MISSILE;
UNBLOCKABLE;
RIFLE;

etc.

Then, add two new tags for weapons. One for repulsors, and one for normal weaponry. Something like this

weapontype=PLASMA;

and

repulsetype=MISSILE;

I think its obvious as to what I'm trying to imply here
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Kuroneko
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Joined: 03 Jan 2005, 05:32

Post by Kuroneko »

repulsors make seem invincible, but I've been playing with them alot. Each shell they repulse causes the tower to use more power, if theres not enough shells start getting through. Eventually, it won't be able to protect the area around it or itself. Bombers are great for overwhelming the repulsors. :)
High Flying Rooster
Posts: 3
Joined: 30 Sep 2005, 03:34

Maybe......

Post by High Flying Rooster »

:idea: Okay people, I know jack crap about making units/structures and scripting etc. But maybe these things would be possible: :idea:

Aircraft: Reflector, repulsor plane can block small arms fire such as Jethro missiles or PeeWee fire etc.

K-bots: Deflektor, repulsor K-bot, can deflect things up to maybe the size of a Luger shell or bomb or 3.

Vehicles: Bouncer, repulsor vehicle, deflects Goliath shells, but only a few of them, and can delfect things even the size of a Punisher or Guardian shell provided the shell isn't headed right at it. Can alter the coures of LRPC shells going wide or high of the unit. Kind of like blowing on a paper aeroplane as it flies over you.

Ships: Repulsive, repulsor ship, the biggest of all repulsors except towers, can single handedly defend against a Vulcan or Buzzsaw. shells headed right at it just get bounced straight back, while shells going around get 'blown' off course to the extent that it could get bounced straight upward if it comes at the right angle.


These all require tons of energy, and perhaps you could even have a power setting so you could adjust the strength of the repulsor field. And/or a focus setting, determining how close the field is to the unit. The closer it is, the more intense the field is. Just an :idea: .
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Re: Maybe......

Post by Gnomre »

High Flying Rooster wrote::idea: Okay people, I know jack crap about making units/structures and scripting etc. But maybe these things would be possible: :idea:

Aircraft: Reflector, repulsor plane can block small arms fire such as Jethro missiles or PeeWee fire etc.
It only affects plasma, not missiles. Peewees generally don't hit air units :P
K-bots: Deflektor, repulsor K-bot, can deflect things up to maybe the size of a Luger shell or bomb or 3.
No need if you can build the one below...
Vehicles: Bouncer, repulsor vehicle, deflects Goliath shells, but only a few of them, and can delfect things even the size of a Punisher or Guardian shell provided the shell isn't headed right at it. Can alter the coures of LRPC shells going wide or high of the unit. Kind of like blowing on a paper aeroplane as it flies over you.
You can't limit how many shells it can deflect at once (other than making it drain massive amounts of energy), and even then it will drain that amount for each shell regardless of origin. All repulsors alter courses like that, that's how they work!
Ships: Repulsive, repulsor ship, the biggest of all repulsors except towers, can single handedly defend against a Vulcan or Buzzsaw. shells headed right at it just get bounced straight back, while shells going around get 'blown' off course to the extent that it could get bounced straight upward if it comes at the right angle.
If it can repel vulcans that easily, how the fuck powerful are the towers? It should only be able to provide protection against indirect vulcan fire at best. You can't make the shots turn straight back around as far as i know.

These all require tons of energy, and perhaps you could even have a power setting so you could adjust the strength of the repulsor field. And/or a focus setting, determining how close the field is to the unit. The closer it is, the more intense the field is. Just an :idea: .
Can't do any of that. It's set in the TDF and it remains that way throughout the whole game.
IMSabbel
Posts: 747
Joined: 30 Jul 2005, 13:29

Post by IMSabbel »

Tested the tower...
Yes, it is cool, but it needs some serious tweaks.

Currently, it slows down bullets all at the same rate, with the same energy cost, meaning a berta shot will bounce back just as quick as a fido shot, using the same energy...
Energy usage should be depending on repulsed projectile, plus the acceleration of the projectiles should be adaptive, too.
Vehementi
Posts: 67
Joined: 28 Apr 2005, 23:27

Post by Vehementi »

Just have the total cost per shell being deflected be twice the momentum of the shell. Do shells have mass in this game?
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