2018-07-10 Shields - Printable Version +- Hazeron Forums (https://hazeron.com/mybb) +-- Forum: Shores of Hazeron (https://hazeron.com/mybb/forumdisplay.php?fid=1) +--- Forum: Updates (https://hazeron.com/mybb/forumdisplay.php?fid=11) +--- Thread: 2018-07-10 Shields (/showthread.php?tid=110) Pages:
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2018-07-10 Shields - Haxus - 07-10-2018 http://hazeron.com/vid/ShieldHits.mp4 http://hazeron.com/vid/ShieldBaseAtlantisLanding.mp4 Military Shield Projector Military shield projector building is now operational.
Previously, shields were treated as surface armor. The bubble was there only as a visual cue that shields were present. This was confusing to players who perceived the bubble to be the shield itself. Now, the bubble is the shield. This caused some things to change.
The hit effect on the shield bubble was not working. It is fixed. You will now see an orange glow at the point of impact on the shield. Shield Transparency Shields now become more transparent as their energy is reduced.
RE: 2018-07-10 Shields - Vectorus - 07-10-2018 Oh my, I didn't realize how much I wanted this until I read it! Very promising. I wonder if you've been watching "Avengers: Infinity War" (or perhaps "Star Wars: The Phantom Menace")... How is shield recharge rate calculated now? I think I tried a basic conversion from old-style shield units a while back, but this seemed to suggest that the largest shields (4+ million hp) could take longer to charge than the ship took to build! Does this make it any easier to implement transporter-blocking for terrestrial shields? RE: 2018-07-10 Shields - Haxus - 07-10-2018 Terrestrial shields will block transporters now, at least enemy. Neutral or better are permitted. RE: 2018-07-10 Shields - Haxus - 07-10-2018 Ground bases recharge their shield every 10 seconds, fully if the power is available in the capacitor storage of power plants. RE: 2018-07-10 Shields - Deantwo - 07-10-2018 I don't know if you remember, but a time back we talked about making shields be temporary disabled when they are disabled/destabilized. Like when the shield reaches 0 health, it disables for ~20 seconds while it recharges to a minimum shield health. This would help with the feeling of the shield never going away, and allowing for an easier time to transport on board using transporters. On another note, since the the size of the shield bubble of a military installation depends on the size. I was thinking that maybe the center of the shield bubble should slowly be moved towards the center of the planet as it gets bigger. This would allow gigantic shield bases to cover the whole world evenly rather than have the bubble center be offset to the surface where the military installation is located. RE: 2018-07-10 Shields - Vectorus - 07-10-2018 Nice ideas Dean. It is slightly annoying and rather hit-and-miss trying to board a pirate whose shields are up and down alternately for a few seconds each. It would be good to be able to choose a bubble radius less than the maximum for ground-based shields. That is already the case, effectively, for ships shields - they're only as big as you make the hull. For one example, I might want to have a more or less public-access city with a small military section walled and transporter-shielded. It would be useful to separate shield strength and radius for such applications. I understand about ground shields now. Any info on ship-based recharge rate? RE: 2018-07-10 Shields - Deantwo - 07-10-2018 (07-10-2018, 05:28 PM)Vectorus Wrote: I understand about ground shields now. Any info on ship-based recharge rate? See: http://hazeron.com/wiki/index.php/Shield#Recharge_Rate I doubt it has changed at all since that was written, apart from the mentions of "TL". RE: 2018-07-10 Shields - jakbruce2012 - 07-10-2018 This makes me think so much of Stargate Atlantis. Similar shield mechanics, and city scale shields are cool. If you're going 150km/s or faster near ground level you're asking to be splattered anyway, just make sure the AI knows this and is appropriately afraid of flying fast near shields. RE: 2018-07-10 Shields - Vectorus - 07-10-2018 The wiki's info on shield recharge is mostly speculative, it seems - it would be nice to know the actual mechanics, and this is an opportune moment to ask. Do AI pilots know that they cannot reach a shielded landing site if they are going too fast? Or would it simply be a case of "bounced off shield, speed now low enough"? RE: 2018-07-10 Shields - Haxus - 07-10-2018 I liked the idea of the destabilized shield and I have implemented it. When damage effects cause a shield to drop to zero, it gets 10 seconds of destabilization time. Each critical hit on shields by an attacking weapon adds 3 seconds of destabilization time. This will be posted in the next update. |