The AA deflector shield discussion - Page 5

The AA deflector shield discussion

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Eaglebird
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Post by Eaglebird »

TradeMark wrote:
Eaglebird wrote:Nooo, because then it's pointless to build them if your enemy has just been building heavy artillery. Most people I know of don't get one bertha, they get 2 or 3, before actually firing it. Sometimes same with the Vulcan/Buzzsaw
Usually i try to destroy the dangerous object, not the shield... after that i try to destroy the shield, but with bertha it is impossible. (too much random).

And when the inside shield range is small, you can still shoot it with bertha bullets, they have large damage area, and every bullet will not be prevented.
I'm not talking about killing it, I'm talking about needing it. You're not always going to know they're building something, nor exactly where it is.
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OverDamage
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Post by OverDamage »

Caydr wrote:Annnnnd... no.

One unit which will fulfill both purposes is better.
Impossable, your current shield system can NEVER match the usefullness or role of a repulser.

Vulcan's and Buzzsaw's DEMAND a repulser. And if you won't provide it......I just might
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Erom
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Post by Erom »

You know the little tiny text trick is just annoying and pointless right? I hate that. If you have something to say, save us all a second and friggin say it.
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Eaglebird
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Post by Eaglebird »

OverDamage wrote: Vulcan's and Buzzsaw's DEMAND a repulser.
^
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Min3mat
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Post by Min3mat »

Vulcan's and Buzzsaw's DEMAND a repulser. And if you won't provide it......I just might
mm yeah that...or you could spend the money on units. think about it in what realistic setting are you going to use one of those ffs. berthas and timmys are a bit too expensive to be used except vs a porcer. but there is no reason to use a vulcan in AA unless you are a SM noob or a starnoob or a regular noob
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Pxtl
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Post by Pxtl »

You mean there are players who actuall build RFLRPCs? Caydr himself has said that the units are silly and he'd take them out if he didn't want to keep all the Cavedog stuff.
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Eaglebird
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Post by Eaglebird »

Pxtl wrote:You mean there are players who actuall build RFLRPCs? Caydr himself has said that the units are silly and he'd take them out if he didn't want to keep all the Cavedog stuff.
The RFLRPC's I don't think are so n00bish. They're less accurate and lower range, yes, but hey, if you can build one, it saves you from build four or five berthas, and they're good for just blowing bits out of a base. Whether you can hit something or not, you're still going to damage other stuff anyway.

Besides, they were made for a reason. I think that's it there.
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Soulless1
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Post by Soulless1 »

Actually, I think the new shield systems (once buffed a little, as already planned) will actually cement the role of the RFLRPC's as siege machines - they break down shields in seconds and their poor accuracy doesn't matter against a shield-bubble-sized target. Seems right to me, especially as they cost more than shield emitters.

therefore I would advise we keep the current shield mechanics, but that the balance goes more like

one bertha < shield

two berthas (approx) = shield, so a little firepower either way will tip the balance.

three or more berthas > shield within a minute or so

vulcan\buzzsaw >> shield - ie about what they do now, beating them down in about 10 seconds, and defeat even multiple shields with relative ease.

I think a metal cost of about 1.9 berthas and approximately the same buildtime sounds about right if the emitters are like that.

Thats pretty much the balance Cadyr's already implemented anyways (I think), though I'm not sure on the precise numbers. So how about it? :-)
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MR.D
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Post by MR.D »

I prefer the dynamics and visual aspects of the repulsor, the "hard shields" seems like a step backwards in my opinion.

Biggest thing to help with balencing the repulsors would be.

#1. Recharge is directly dependent on energy storage levels, Similar to how Metal-makers will switch on at peak power levels to conserve E-Spending(this would require a multi-stage AI based on current Metalmaker code).

#2. Burns energy on a "damage per hit basis" rather than just sucking up the same ammount for each/any shot deflected.

#3. Allow bombs to penetrate the shield unaffected by the deflection, making it "plasma only repulsion".
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Caydr
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Post by Caydr »

2 and 3 are how it is already, and 1 is self-admittedly impossible. >_>
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Zydox
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Post by Zydox »

Question about the reflector shield variant...

Would it be possible to load the shield in the same way as the new shield?
So that the shield could drain like 1000E for a long time to load the shield so that it could reflect maybe 10 berta shots before it starts it's regular massive drain?

And after the bombardment has ended, it would load that buffer again?

I'm not sure if this makes any sense... :roll:
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Caydr
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Post by Caydr »

Nope, confirmed, that makes no sense at all.
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MR.D
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Post by MR.D »

This is a guess, but what I think he said was..

Can the shields be set to drain completely or with minimum drain untill the shield is drained, then start the recharge cycle with a high recharge cost?

Basically making the shield a self powered unit untill drained, at which time it would enter the recharge cycle, refill the shields to maximum, then stop charging, repeat cycle of drain, fail, recharge....

Gimme back the repulsors plz, they worked perfectly untill the change to this hard shields..
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Eaglebird
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Post by Eaglebird »

MR.D wrote: Gimme back the repulsors plz, they worked perfectly untill the change to this hard shields..
{up}
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Soulless1
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Post by Soulless1 »

yarg, no thanks - repulsors were just porcariffic, the current shields are more interesting because they actually have a weakness (that being the rapid-fire cannons)
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Caydr
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Post by Caydr »

Sort of offtopic, but, do you realize a Vulcan spits out over 25 times the firepower of a Bertha? Something like 3500 damage per second.

This in mind, I've devised a formula to make the costs for vulcans, buzzsaws more accurate to their firepower.

Exact formula is:

RFLRPC DPS divided by LRPC DPS divided by (RFLRPC accuracy divided by LRPC accuracy) equals relative effective firepower.

It comes out to rougly 8.7 and 8.1 (vulc/buzz) if I remember right. So I reduce these numbers by a fair amount to give them more cost appeal and then multiply bertha/intimidator costs/buildtime by them to determine what a vulcan/buzzsaw "should" be priced at.

I was floored to find that the values I'd already given them were almost exactly what they "should" have been :shock: However, their HP was way off (being only about 2x the hp of their lesser equivalent), so that's now much higher. Since they're now much harder to destroy, even in mid-construction, they might actually qualify as a worthwhile investment.
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Comp1337
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Post by Comp1337 »

Seems kinda nice. Not that anyone will build themany way, as if the costs are proportional to berthas ppl will just build berthas instead, and you get the firepower more quickly.
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Caydr
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Post by Caydr »

A vulcan, for instance, has 34440 HP to a Bertha's 4200.

After some testing, I've found that shields aren't going to work exactly as I said. They will take 3 minutes to charge and require at least 50 minutes to bring down with a bertha or intimidator. However, that time is reduced to just about 3 minutes when you add another bertha/timmy to the mix.

Short of reducing shield costs so it's something comparable to the nuke, antinuke relationship (which I'm now doing), this is probably the best balance there's going to be. There's not much else to do with the two relevant values, capacity and charge speed.

For instance, too high a capacity and the time required to charge the shield fully grows quite long. This can be offset by increasing the charge rate, but this will render the shield virtually immune to attack since it can regenerate faster than most any weapon can cause damage. So what should it be balanced for, 1 shield equals 2 berthas? Or 1 equals 1? Why render a single bertha largely obsolete while making 2 berthas the minimum thing worth having? In that case, I'm basically doubling the cost to shell someone, or in other words, doubling the cost to build a bertha (which would be very unpopular).

I think the best solution is to make it like so: 1 shield can be brought down, albeit after a long duration, by 1 bertha.
Last edited by Caydr on 24 Jun 2006, 17:50, edited 2 times in total.
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Comp1337
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Post by Comp1337 »

Oh. That changes the situation a bit..
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kissmet
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How about giving diffrent versions to ARM / CORE?

Post by kissmet »

Caydr,

I'd like to see a diffrence in the core and the arm shield generator. I'll leave the rest up to you.

Thanks,
Asgeir
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