I liked how the repulsors worked.Zoombie wrote:by bouncy I mean teh shots bounce off, not they get slowed down and pushed away like repulsers.
The AA deflector shield discussion
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- OverDamage
- Posts: 46
- Joined: 06 Mar 2006, 09:47
- Dr.InfernO
- Posts: 223
- Joined: 18 Nov 2005, 13:55
lol, no I mean it should taken out by a BB over a longer time period. That means it should (if BB hits several times) drain over a much longer time period.TradeMark wrote:
Huh? one big bertha bullet? Then i will never build shields o_O
So if a Big Bertha hits and hits and hits..., it should take about 5 min or more to get the shield down.
At this time, the time period is much too shortly. :)
Sorry, next time I go more into the detail.
I like that idea.OverDamage wrote:Why can't we have both? Static shields that are cheaper (IE current shields with MUCH reduced cost) and repulsor shields that are more expensive and eat more energy (when deflecting) but can last forever if you have the juice?
The repulsor, as a compromise, should repulse EVERYTHING (including your own shots) except for direct energy weapons (lasers) and nukes, while the static shield lets your guns fire but can only block plasma? (it shouldn't be made weaker, since a few bombers would be able to own it badly.)
IMO though the shield and the repulsor play two different roles.Caydr wrote:Um... hm.. hard to say... I'd just rather not be adding any new units that are just a variation on a role already filled.
Also, on whoever's post, no, the repulsor shouldn't do your own shots (at least not the ones from the inside).
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
heh, different roles? Hardly. They are to keep plasma shots from hitting your base. The only difference between them is HOW that effect is accomplished. Therefore, shield & repulsor == redundant, however choice is another thing to consider.Eaglebird wrote:IMO though the shield and the repulsor play two different roles.Caydr wrote:Um... hm.. hard to say... I'd just rather not be adding any new units that are just a variation on a role already filled.
Also, on whoever's post, no, the repulsor shouldn't do your own shots (at least not the ones from the inside).
They both protect against plasma shots, but I see it like this:Forboding Angel wrote:heh, different roles? Hardly. They are to keep plasma shots from hitting your base. The only difference between them is HOW that effect is accomplished. Therefore, shield & repulsor == redundant, however choice is another thing to consider.Eaglebird wrote:IMO though the shield and the repulsor play two different roles.Caydr wrote:Um... hm.. hard to say... I'd just rather not be adding any new units that are just a variation on a role already filled.
Also, on whoever's post, no, the repulsor shouldn't do your own shots (at least not the ones from the inside).
The shield is like a glass ball of a certain thickness. After a few hits, it's gone, and has to be remade (at least the actual shield does).
The repulsor is like a magnetic field. As long as you can maintain this 'field', you're ok from plasma
- OverDamage
- Posts: 46
- Joined: 06 Mar 2006, 09:47
I didn't mean add repulsors that are omnipotent like the AA 1.45 repulsors were. I was thinking more along the lines of the old repulsors that had a hard time deflecting shots. That way each shield system has different strengths and weaknesses.
Shields would provide 100% protection in the enclosed area but don't last long under constant fire.
Role: A cheaper late game LRPC counter that also has a role on the front lines.
Pros: Cheaper than a repulser (or a bertha IMO) and far less upkeep.
Cons: Weaker structure.
Can't withstand constant barrage from even 1 bertha for very long
Smaller protected area.
Repulsor field's provide good protection in the enclosed area (far better in the rear from incoming LRPC fire)
Role: The top on the line late game LRPC defence, This is the Vulcan/Buzzsaw defence.
Pros: Shield lasts forever (long as you have the juice!)
larger protected area.
also just looks cool.
Cons: Repulsion field can not protect 100% of it's area from LRPC fire.
Shots hitting the field at a lower angle will be pushed down, destroying any structures too close to the edge of the field.
Lucky shots can damage the repulser if they hit the field just right(maybe).
Deflected shots fly in random directions, very hazardous.
Costs a butt load of E to keep running
Shields would provide 100% protection in the enclosed area but don't last long under constant fire.
Role: A cheaper late game LRPC counter that also has a role on the front lines.
Pros: Cheaper than a repulser (or a bertha IMO) and far less upkeep.
Cons: Weaker structure.
Can't withstand constant barrage from even 1 bertha for very long
Smaller protected area.
Repulsor field's provide good protection in the enclosed area (far better in the rear from incoming LRPC fire)
Role: The top on the line late game LRPC defence, This is the Vulcan/Buzzsaw defence.
Pros: Shield lasts forever (long as you have the juice!)
larger protected area.
also just looks cool.
Cons: Repulsion field can not protect 100% of it's area from LRPC fire.
Shots hitting the field at a lower angle will be pushed down, destroying any structures too close to the edge of the field.
Lucky shots can damage the repulser if they hit the field just right(maybe).
Deflected shots fly in random directions, very hazardous.
Costs a butt load of E to keep running
I really dislike the fact that sheilds have their own battery and need to charge. A duplication of game concepts is bad. We already have energy storage. Good anti-porcing ballance can be acheived by making a bertha shot cost significantly less energy than a sheild intercept. I do, however, like the sheild acting as a wall rather than a repulsor. As one poster said, it is more cinematic.
would it be resonable to make the shield generator have 2 shields 1 which has a shorter radius and functions like a repulsor and a larger shield which functions like it has now so when the larger regular shield goes down it then functions like a repulsor until that goes up again but is highly energy consumptive and only covers a small radius?
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/BuzzsawTradeMark wrote:That would be neat fanger.
The inside shield range should only cover the shield generator.
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).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
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.