Shields and weapon AoE

Shields and weapon AoE

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
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Shields and weapon AoE

Post by Caydr »

Smaller-sized shields are uselss against weapons with any good-sized AoE. IMO it'd make sense if any weapon that impacted a shield had its area of effect largely eliminated, say, divided by 20 or something.

For instance, it'd be impossible to make a tank with a short-range shield, since virtually all tanks worth mentioning use plasma, and all plasma weapons tend to have somewhere between 64 and 128 AoE.
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Pxtl
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Re: Shields and weapon AoE

Post by Pxtl »

Caydr wrote:Smaller-sized shields are uselss against weapons with any good-sized AoE. IMO it'd make sense if any weapon that impacted a shield had its area of effect largely eliminated, say, divided by 20 or something.

For instance, it'd be impossible to make a tank with a short-range shield, since virtually all tanks worth mentioning use plasma, and all plasma weapons tend to have somewhere between 64 and 128 AoE.
Well, can't you use bounce-shields to avoid that problem?
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AF
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Post by AF »

But that just isnt the same, you want a proper shield that works the way you expect, bouncing shields will just end up looking wierder.
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SinbadEV
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Post by SinbadEV »

Shields should be able to dampen the AOE effect as part of their definition... most sci-fi shields would completely block any physical projectile and any explosive damage it would cause...
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Nemo
Spring 1944 Developer
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Post by Nemo »

Please let this be definable. I've already made use of shields not blocking AoE in an attempt to improve hit detection (the shield detonates the weapon, which has a small AoE).

However, shields blocking AoE would be nice for my directional damage idea:
http://www.tauniverse.com/forum/showthread.php?t=34392

Which is currently proving difficult to implement with the hit detection the way it is, but I shall persevere <_<
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Rayden
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Post by Rayden »

Cadyr isn't it possible to set all damage inflicted to the unit to 0 as long as the shield is active. If the shieldHp < damageOfShot -> damageOfShot - shieldHp
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Caydr
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Post by Caydr »

Sure, and that'd be a perfectly good solution if all you wanted was an invincible shield. But what if you want a weapon which damages the shield until finally it cracks and the unit is vulnerable (ie, every usage of a shield in every sci-fi)
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Rayden
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Post by Rayden »

eerm ... you missunderstand me .. i thought you can retrieve shield hp in unit script. In that case you can always track the current status of shield and therefore the damage on the unit itself.
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Drone_Fragger
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Post by Drone_Fragger »

Use dirty hax to do it.
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Neddie
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Post by Neddie »

Drone_Fragger wrote:Use dirty hax to do it.
Is that your answer to everything?

Some Guy: I need a girlfriend.
Drone_Fragger: Use dirty hax to get one!
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Rayden
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Post by Rayden »

Btw. does this answer mean .. "yes it could be possible" or "no it has to be patched"?
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Guessmyname
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Post by Guessmyname »

It would be nice if, instead of blocking a projectile, the shield reduced the damage it did whilst active, either by a fixed variable or a percentage. (possible with scripting I know, but still)

On a more grafical note: if the colour for shield when it's high or low on health is zero, can it be set to invisible? (So that we can have shields fade out as they lose health)
Also: Flickering shields!
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Rayden
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Post by Rayden »

+1

.. and transparent impact decals on shields :)
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Fanger
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Post by Fanger »

not only that stuff but we need shields that have specifiable armor classes..! atm it uses default dmg which is unacceptable if you want to make differentiated shields of any sort!
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