Plasma repulser - Page 2

Plasma repulser

Discuss Spring news, such as fresh releases and press coverage, here.
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Delta
Posts: 127
Joined: 09 May 2005, 15:33

Post by Delta »

Even better to attract incoming plasma and turning it into energy to fuel your economy
Liam
Posts: 93
Joined: 02 Nov 2004, 22:43

Post by Liam »

yeah, i was thinking that, then it's basically stealing energy off your opponent
Archangel of Death
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Joined: 28 Jan 2005, 18:15

Post by Archangel of Death »

I suppose it would become an attractor if you set the force strength to negative.
Well that indirectly answers my second question :-) . But I'm sure we are all waiting for the answer to my first.
Sean Mirrsen
Posts: 578
Joined: 19 Aug 2004, 17:38

Post by Sean Mirrsen »

What if the attraction could be set to a piece of a certain name? Then you could make it spin around, thus attracting all plasma shots without damaging the unit itself. To balance it, the feature could be time-limited, and after a while the attractor returns to the base, and any shots it attracted go with it.

And even if this wouldn't be possible, an attractor building would still be highly valuable, as the only counter to LRPC fire.
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Neuralize
Posts: 876
Joined: 17 Aug 2004, 23:15

Post by Neuralize »

There should be some additional tags implemented.
Stuff like:
Deflectionradius
Max deflections/reflections (You should be able to flood a deflector)
Energy per deflection. (Should cost energy not per second, but per deflection)
Deflectiontype. (Have a whole bunch of deflection/attraction types to choose from.)
Deflectsweapon (Perhaps having deflectors for different types of weapons could be neat, like force shields that bounce lasers back and what not.)


The rail gun idea is kinda neat. Instead of building a bertha closer to your enemy, you put a cheap plasma reflector near their base that can only manipulate your own shots, force firing at your own reflector with a LRPC and then you target the enemy base with the reflector, where upon a successful shot is delievered to the reflector, it will hurl it across the map at your enemy.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

can a bullet/shot/vessel have this tag?
if so... an attracting bullet can be made... it will drag all plasma shots back to your enemy... so you can reverse a bb.. or maybe more... this kind of projectile should have no damage by itself but get it from the plasma it drags...
Last edited by mongus on 21 May 2005, 04:54, edited 1 time in total.
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

What about units that take the plasma and use it as a shield of sorts by making them orbit the unit then fling them off at the enemy when in range..........
That is the coolest idea EVER!

Imagin...

Three goliths aim at the ARM Repulser whitch has little to no armour and is hence weak against missles and lasers. However every plasma shot fired at it begins to circle around it lazly. I moves towards the Goliths, getting more and more balls of plasma. Then one of the shots smashes into one of the Tanks. The other plamsa shots follow suit against the two other Golith tanks. Once they are all pices of wrekage then the Repuler can switch to Repulse (rather then atract). It creates a shimmering blue feild around itself, and the construction bots move in and start building a forward base of operations, safe from any raining plasma :wink:
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

That would be really stupid to fire a one of those Repulser...
Gurkha
Posts: 81
Joined: 31 Aug 2004, 01:53

Post by Gurkha »

another idea:
fake 'masses' for the plasma shells and the attractors so they can attract somewhat like gravity GMm/(r^2). Note the r^2, so they can, infact, affect shells wherever on the map that they are, drawing them towards themselves. So some shells (say from a peewee, with very little kinetic energy) could be caught by the gravity of the thing whereas heavier ones would just be knocked off course. You could then clump several attractors in a corner to throw all the enemy's shots off course. You could even build them behind an enemy base and turn them off, send a small attack in to the fron tof their base and turn them on, the enemy's defence guns open up and all the shells get dragged back and fall into their own base. The only problem I see then is that plasma guns of all shapes and sizes will suddenly be less popular for fear of being made to blow your own base up.
Could be a fun idea for a mod though, where the real strategy is having the right plasma gravity generators on (you'd need them to affect your own shells too then) to make shells land on the enemy generators.
Ok, I'll stop now, I'm just burbling.

-Gurkha
Durandal
Posts: 126
Joined: 05 May 2005, 16:27

Post by Durandal »

Hahah ... that'd be a sorts "David VS Goliath development, if the "Slingshot" unit could use the plasmaballs to attack, say, a Krogoth ?
SavageBT
Posts: 58
Joined: 10 May 2005, 11:28

Post by SavageBT »

Put an Attractor on wheels, give it some armour and drive it through someones base :twisted:
Torrasque
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Joined: 05 Oct 2004, 23:55

Post by Torrasque »

And what about plasm wich want to go _outside_ the energie shield?
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Zoombie
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Joined: 15 Mar 2005, 07:08

Post by Zoombie »

This is all well and good, but why cant we also have a lazer refractor, whitch would bounce lazers off of it! That would be cool if you could returen every single LLT, Sentinal and Anhillator shot fired at your army to its sender!
Gurkha
Posts: 81
Joined: 31 Aug 2004, 01:53

Post by Gurkha »

Hmmm, something to deflect beams created by Light Amplification by Ztimulated Emission of Radiation.

nah, then you could get one for lasers, one for missiles, one for plasma, one for rockets, one for those pretty blue things karganeth fires, one for big rocks etc and your buildings would be invulnerable.

As I understand, the point of the deflector only affecting plasma is that plasma based weapons tend to have the longer ranges (i.e. LRPC's) and this helps you stop your buildings getting destroyed by them.
It's not a replacement for actually defending against attacks, you're still supposed to build defences, it's just an innovative solution to someone sitting outside the range of your defences and shelling you.
I believe the next highest range thing is the lvl2 laser thing (annihilator for one side) - the idea is that you get a deflector to null the LRPC's and force the enemy to a frontal assault on your big laser thingy (or shell somewhere which has a lot of energy production but no deflectors).

The only other way that it could work would be if each bit of space could only have one type of field affecting it (the type for the closest generator) and once a shot had gone through one field which hadn't affected it it would no longer be affectable by anythin else (to stop people building the different types in sequence) but I imagine that would be unbelievably fiddly to code (or maybe not, as it passes out of a field, set a flag, and then check for the flag before affecting it).
Well, I like the 'just plasma'-ness of the deflector anyway.

-Gurkha
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Gabba
Posts: 319
Joined: 08 Sep 2004, 22:59

Post by Gabba »

Zoombie wrote:This is all well and good, but why cant we also have a lazer refractor, whitch would bounce lazers off of it! That would be cool if you could returen every single LLT, Sentinal and Anhillator shot fired at your army to its sender!
Nice for the Jedi's in SWTA... some people are trying to complete that mod and were complaining that scripting such a thing in TA would be really hard.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Will also be cool for me. Im gonna try and turn my table top design into a Spring mod. And I have shield generators that reflect shots from everything but themselves. It should be possible to tag that also, something like

Code: Select all

Deflector
Can protect self = False
Deflects = All
Field strenght = 1000
Field Range = 5000
Cutlass81
Posts: 14
Joined: 31 Oct 2004, 23:10

Post by Cutlass81 »

I think we should make it so that there will be light and heavy repulsars. The light repulsar will be a lot cheaper but shouldn't be able to with stand LRPC rounds or some of the heavier rounds, but should be able to stand up to normal mobile artillary and tanks. The heavier one should be able to stand up to more powerful weapons and cost a lot more. Also, a torpedo deflector would be nice.
HellToupee
Posts: 59
Joined: 01 May 2005, 01:27

Post by HellToupee »

it really should only affect long range stuff like bethas and stuff having one start throwing all normal units shots around would get pretty tedius, to avoid effecting own shots why not have it so only shots moving towards it are repulsed.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

An attractor would make sense if you stuck it on a spy unit, which cloaked. So you send the spy unit into the enemy base, and it effectively "tags" the enemy units for your plasma shells to hit. Similar to the way commandos today will laser-tag targets for bombers.
Nice for the Jedi's in SWTA... some people are trying to complete that mod and were complaining that scripting such a thing in TA would be really hard.
That would be me ;)

Yes, it certainly seems possible that reflecting lasers would work in Spring, as with shield generators (ranging from the ones in Phantom Menace, to the one used on Hoth). However, I am useless at programming, so we'd need someone to code them all in... :|
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

I can just imagine someone playing trains with plasma balls.... attractor then repeller 2 side by side in long rows.
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