#shield mechanics

1 messages · Page 1 of 1 (latest)

neon sky
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Idea is simple. Make heads up display of shield energy bar. What would indicate how much damage your shields can take. And that is sheared whit all shields.
What do i mean. Let's say u have one shield in front and then another in back. Enemy shoots at your front shield and is chips off the overall shields energy bar. Then you turn your back shield the same ting. When your energy bar is empty the shields them self take damage.

I believe that this mechanics would make shields necessary and would prevent the problem what RC has. That is shield spamming.

celest atlas
#

Wouldn't this just encourage more shield spamming? Since every added shield makes every other shield more durable...

neon sky
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No. The idea is that there is set amount of damage what can be taken. And its the same to all players in game. Lets say damage what can taken by player to the shields is 10 000. U have one shield it can take 10 000. U have 10 shields it can take the same 10 000. U take 10 000 damage to the shield or shields. All shields shut down.

granite hound
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So, I could just spam tons of small shields at the back of the bot to make the front shields really, really strong... Yeah nah man

neon sky
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Adding tons of shields wont boost other shields. For the bot u build is set amount of shield hit points. Its not on shield part its self. Think of it like sci-fi space ships. There is shield generator what supply force field with power around the ship.

zinc adder
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Let's say u have one shield in front and then another in back. Enemy shoots at your front shield and is chips off the overall shields energy bar. Then you turn your back shield the same ting.
but halo reach's drop shield doesn't move for a reason

celest atlas
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Ah, understood.

Still not sure if it works, though.

The balance benefits of per-part shielding are that you can punch through (2 Gauss hits to the same plate -> shield is dead) and that your shield power directly correlates with the amps you've spent on shielding -- you can't just slap on one single plate that'll be effectively indestructible.

Whereas with a cumulative shield value, yes, shield spam is slightly discouraged in terms of pure numbers where the power capacity would be better spent on cube HP, but in practice the shared health pool would likely encourage shield spam, as it'd make you effectively invulnerable against everything but sustained ELC/Rivet DPS

#

Sure, you could make the health pool smaller than a full gauss/nova volley, but at that point the shields really wouldn't be useful in general. You need to consider that fully surrounding your bot in shields (which, given that small drones don't work nearly as well here, is difficult) reduces the amount of actual health+redundancy you have once someone hits you in the same spot a couple of times

neon sky
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Well u can make shields as the damage reducer then a compleat canceler.