#Overclock Large Shield Rework

24 messages · Page 1 of 1 (latest)

rustic hatch
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So, Small Shield when overclocked allow you to chose between Expanding the Radius and Arc, or Reducing the Arc but doubling the Strength. Increasing range on Large Shields wouldn't be much useful considering how they work. Instead, I propose the following:
Modes:

  • Reinforced: Exactly as now, -50% arc, +100% HP, +33% emp resistance.
  • Repellent: Same as not overclocked, but it is "solid" which means that enemy ships can't move through it, removing the necessity of adding those ugly structure behind shields and also giving a new utility for Large Shields.
    Maybe, instead of "solid" they could had some kind of push effect that prevent most thing from moving through unless they have incredible force.
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No idea if "repellent" is the best word for this...

empty gale
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What if you make it solid and way more powerful but not even your projectiles can go through it so into really useful for side defences?

rustic hatch
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Interesting, but I still prefer my initial suggestion

rustic hatch
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The solid options are:

  • Real solid: No enemy ship can pass.
  • Large drag: enemy ships have it very difficult to pass. They need a lot of strength.
  • Push: Constantly apply impulse to all enemy stuff in its range, pushing everything that has not enough inertia to counter the impulse.
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Code-wise I think that push is the easier one

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Though real solid would be super cool

hexed latch
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real solid sounds a lot like toggleable hitbox

rustic hatch
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Does that exist?

hexed latch
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skipy docking port in janis mod

warm agate
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all three could be interesting to have as accessible tools

though conditional colliders are a thing too

rustic hatch
hexed latch
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(the vanilla shield hitbox isnt a full circle)

rustic hatch
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That is why it seems as a rectangle + a semi circle

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But the code uses a full circle

hexed latch
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it is?????

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hm has someone lied to me

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perhaps i though of thruster nozzle colliders lol

rustic hatch
hexed latch
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i can read part files too dw

rustic hatch
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Then you know that a polygon collider is not exactly what we need