(Copied from G662 wiki page)
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...
Also, 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
Repulsor suggestions
Moderator: Moderators
Re: Repulsor suggestions
Personally, I think the best things to do with the repulsors is to focus less on special weapons that avoid them (which smells like Starcraftesque rock-paper-scissorism) and instead focus on improving the mathematics of them in a sensible way.Guessmyname wrote:(Copied from G662 wiki page)
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...
Also, 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
For example, havea repulsor have a "max energy output" or "maxtargets" attribute so that they can be overwhelmed. It would mean that building an impervious defense would require multiple cooperating repulsors instead of a single repulsor and an infinite energy supply. Also, include a "intilialization cost" energy cost for establishing a lock on a target, which would prevent the zero-energy flimmering defense.
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Zwzsg made an interesting note at one time on irc. Something to the effect of it being interesting that only plasma, or rather ballistic weapons were the only ones that are affected by repulsors. Basically, he suspects (and I agree) that its only ballistics because they have a movement physics system in place that can be affected, unlike lasers which only move straight at a constant speed. Under this supposition, I think it might be possible to do a similar thing to missiles (but why?).
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- Imperial Winter Developer
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- Joined: 24 Aug 2004, 08:59
I'd appreciate a tag that allows deflection of lasers. Instead of repulsing based on gravity, you could calculate the incoming trajectory of the laser, and then the script allows you to reflect that same laser away along a different trajectory (perhaps allowing some basic trajectory calculations so that a shot at the edge of the collision sphere will glance off, while a shot in the middle will come straight back.
This would help in the creation of Star Wars-esque shields, and also when it comes time to getting the jedi to reflect shots with their lightsabers.
This would help in the creation of Star Wars-esque shields, and also when it comes time to getting the jedi to reflect shots with their lightsabers.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
Sorry for the derailment, Guessmyname.
Decoil: The only thing that is missing from the build tree currently are:
- Superweapons for each side
- Super units for each side
- Jedi/Sith
Other than that, all we are going to do is remodel all the units to make them look better.
We are considering splitting the sides into four: Seperatists, Republic, Empire, Rebels; but that is still a long way off.
Decoil: The only thing that is missing from the build tree currently are:
- Superweapons for each side
- Super units for each side
- Jedi/Sith
Other than that, all we are going to do is remodel all the units to make them look better.
We are considering splitting the sides into four: Seperatists, Republic, Empire, Rebels; but that is still a long way off.