bonusShield is dead! Long live flankingBonus! - Page 4

bonusShield is dead! Long live flankingBonus!

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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Total votes: 92

YokoZar
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Joined: 15 Jul 2007, 22:02

Post by YokoZar »

I have only one question:

Does this apply to buildings?!
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KDR_11k
Game Developer
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Post by KDR_11k »

Has been answered before. Read the thread.
YokoZar
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Joined: 15 Jul 2007, 22:02

Post by YokoZar »

KDR_11k wrote:Has been answered before. Read the thread.
Ok I refound what you were referring to.


What are the implications of disabling this by default for immobile units?
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KDR_11k
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Post by KDR_11k »

You no longer do extra damage if you attack an LLT from two sides at once. I don't think that ever happens, though.
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lurker
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Joined: 08 Jan 2007, 06:13

Post by lurker »

KDR_11k wrote:You no longer do extra damage if you attack an LLT from two sides at once. I don't think that ever happens, though.
Really? Meh, maybe I don't play enough... Either way, bonusshield currently makes attacking in a line less effective, and swarming around and over your enemy more effective. Disabling it overall would probably have the effect of increasing the power of bunches of artillery, making bombers more likely to die before reaching their target rather than after, weakening swarm tactics, weakening flanking by quite a bit, and much more. That's why it's probably best left to the mods. Also, just dropping it without multiplying all damages by 1.4 would seriously unbalance the mod by weakening almost all attacks.
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Neuralize
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Post by Neuralize »

Er, I'm still a little flummoxed why this wasn't disabled in patch nor it's bugfix. WTF.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Neuralize wrote:Er, I'm still a little flummoxed why this wasn't disabled in patch nor it's bugfix. WTF.
Also, just dropping it without multiplying all damages by 1.4 would seriously unbalance the mod by weakening almost all attacks.
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Neuralize
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Post by Neuralize »

Well, we're going to have to take that plunge sometime. Why not now, so we can at least get our baseline straight and then start tweaking damages from that base, rather then doing what we're doing now is making comparisons with some whacked out system that is difficult to anticipate and utilize.
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Snipawolf
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Post by Snipawolf »

I wouldn't mind, seeing as I have about 15 or so units in my game, but..

300+ in AA, BA, CA, XTA, NOTA, and all the other mods..

lol, thats a lot of work..
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FLOZi
MC: Legacy & Spring 1944 Developer
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Post by FLOZi »

Neuralize wrote:Well, we're going to have to take that plunge sometime. Why not now, so we can at least get our baseline straight and then start tweaking damages from that base, rather then doing what we're doing now is making comparisons with some whacked out system that is difficult to anticipate and utilize.
Well really it should be a mod level thing, A/B/CA in particular may not wish to endure the work entailed by completely removing it.
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lurker
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Post by lurker »

The base part of my patch is done. Should I just release it as it is now, or in a few days when I've made the various weapons actually hit the hitsphere?

And should I set the default to a bonusshieldmode=-1, which would multiply each hit by 1.4, or leave the default as bonusshield on, unit-relative-coordinates, mobile?

I think I could relatively easily implement a default per mod. Maybe create a file gamedata/moddefaults.tdf?
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Neuralize
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Post by Neuralize »

We really need more input on this thread from modders. Someone get the BA and CA guys and see what they want.
Andrej
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Joined: 13 Aug 2006, 18:55

Post by Andrej »

CA balance was always like
LOL DPS DOT HP/DAMAGE*AOE etc
except that is started with BA as a base
make the damage multiplier things 1 so the balance is as it wa
s intended ~_~
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

CA is not balanced mathematically (Which is prettymuch impossible to do in spring anyway, given all the variables involved).

I think its best to keep the default behaviour, as all mods are balanced through ingame testing which take these factors into account.

However, the option to remove this feature if modders wish to do so is probably pretty important.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

It's a five second job to write a script that multiplies all damages in all files in a particular mod by 1.4 if that's an issue...
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quantum
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Joined: 19 Sep 2006, 22:48

Post by quantum »

If it's defined in the FBI, we can search-replace the tag in all our units in seconds. It's not much work.
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lurker
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Post by lurker »

Okay then. Screw hours of bugfixing on a new class or files or whatever, modders can use quick scripts to multiply damage and set bonusshieldmode to 0 if they want. Expect the patch a couple hours after I wake up.
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KDR_11k
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Post by KDR_11k »

I really don't think 1.4x is the most common damage multiplier.
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Pxtl
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Post by Pxtl »

On the subject of piece-bound armourzones, I think that would be best implemented by the hypothetical future-feature of multiple hitspeheres.

Think - you apply your armourzones per-hitsphere, so you have one hitsphere for the tank, and one for the turret, and the armourzone calculation takes the facing from whichever sphere is hit. Of ocurse, this would probably be too confusing to the player, so you'd probably just disable all but the turret-hitsphere or the main-body hitsphere for small, simple units.
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KDR_11k
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Post by KDR_11k »

Pxtl, you couldn't give the turret a second hitsphere because the body will be wide and flat and a hitsphere covering it would be large enough to encompass the whole turret hitsphere.
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