bonusShield is dead! Long live flankingBonus!
Moderator: Moderators
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.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.
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.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.
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?
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?
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.
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.
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.
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.