The AA deflector shield discussion
Moderator: Moderators
it would be nice if it was easier to see the shield strength - either via a second healthbar (maybe use the build progress bar? the red thing) or a shield HP readout or something...
Also, I agree that the shield would look better going from red --> blue or green when charging, and should be less pale (is this a side effect of the transparency? Its more of a pink colour atm...)
Maybe when the shield is completely depleted (ie low enough health it can't stop any shots) it should collapse completely (ie be transparent) and maybe produce some FX on the generator.
Also, I agree that the shield would look better going from red --> blue or green when charging, and should be less pale (is this a side effect of the transparency? Its more of a pink colour atm...)
Maybe when the shield is completely depleted (ie low enough health it can't stop any shots) it should collapse completely (ie be transparent) and maybe produce some FX on the generator.
-
- Posts: 79
- Joined: 11 Jul 2005, 02:01
Here's all the stats from AA's new shields.
ShieldPower=16000; - this is the amount of "battery power" the shield has. "battery power" and Energy are two different things.
ShieldPowerRegen=89; - this is the rate per second at which the shield recharges its battery assuming you have enough energy.
ShieldPowerRegenEnergy=500; - for every 89 battery units above, this is the amount of energy it will cost.
The total battery power is 16000, enough to protect against 10 bertha shots (bertha damage=1600) or 8 intimidator shots (intimidator damage=2000) or approximiately 51 artillery hits (arm artillery damage=310). However, in the meantime the shield is recharging itself, so in reality it may take more like 25-50% greater numbers of hits if it's getting all the energy it needs to regenerate at maximum speed (89 units/second).
Total recharge time at a rate of 89 battery units a second is 179.8 seconds, or 3 minutes.
ShieldPower=16000; - this is the amount of "battery power" the shield has. "battery power" and Energy are two different things.
ShieldPowerRegen=89; - this is the rate per second at which the shield recharges its battery assuming you have enough energy.
ShieldPowerRegenEnergy=500; - for every 89 battery units above, this is the amount of energy it will cost.
The total battery power is 16000, enough to protect against 10 bertha shots (bertha damage=1600) or 8 intimidator shots (intimidator damage=2000) or approximiately 51 artillery hits (arm artillery damage=310). However, in the meantime the shield is recharging itself, so in reality it may take more like 25-50% greater numbers of hits if it's getting all the energy it needs to regenerate at maximum speed (89 units/second).
Total recharge time at a rate of 89 battery units a second is 179.8 seconds, or 3 minutes.
Thx Caydr .. so this means
18 seconds recovery from big bertha hit.
9000 energy consumption for total recovering of a big bertha shot.
I agree to total collapse of shield when running on low energy ... but i guess this would mean a permanently on/off of the shield which would look crappy and should be limited somehow (maybe a minimal energy amount to reactivate shield about 5% of total power). This would mean a 10 second fail time of shield with current stats when deactivated.
Anyway i like the idea of a reestablishing time of shield after collapse. So it could be a good idea to make max energy of shield higher but as soon as you overload the shield it will be down for a certain amount of time.
18 seconds recovery from big bertha hit.
9000 energy consumption for total recovering of a big bertha shot.
I agree to total collapse of shield when running on low energy ... but i guess this would mean a permanently on/off of the shield which would look crappy and should be limited somehow (maybe a minimal energy amount to reactivate shield about 5% of total power). This would mean a 10 second fail time of shield with current stats when deactivated.
Anyway i like the idea of a reestablishing time of shield after collapse. So it could be a good idea to make max energy of shield higher but as soon as you overload the shield it will be down for a certain amount of time.
hmm you are right.. http://www.fileuniverse.com/?p=showitem&ID=3491 (DIVX)
hahahahaSpectre wrote:hmm you are right.. http://www.fileuniverse.com/?p=showitem&ID=3491 (DIVX)
also: I liked where they bounced off, not exploded. It gave you more to worry about shells landing elsewhere, and not blowing up something near the edge of the shield instead.
-
- Posts: 854
- Joined: 28 Jan 2005, 18:15
I don't know Zoombie, I kinda like the explody shields better. It makes it so much more cinematic when a multilayered line is holding back a bombardment and failing 1 by 1 by 1...
TradeMark: I hope you aren't serious about that number. That would be regenerating 1600 damage per second. Your next complaint would be that they are OP and nothing could get through them (realistically), because it would be rather true.
TradeMark: I hope you aren't serious about that number. That would be regenerating 1600 damage per second. Your next complaint would be that they are OP and nothing could get through them (realistically), because it would be rather true.
Wtf dude, mine was an actual strategic suggestion.Eaglebird wrote:Das Bruce wrote:T'would be cool if they shrunk when they were damaged.AND SHOT PRETTY FIREWORKS THAT MADE THE ARM AND THE CORE ALLY FOR ONCE TO STOP THE EVIL MENACE OF RAINING ROCKET FIRE AND THEN GREW FLOWERS SO WE COULD ALL BE HAPPY.Zoombie wrote:And flashed.
That needed to be said. :D