Energy shields

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Emdek
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Re: Energy shields

Post by Emdek »

My concern is that probably nobody would use that on low oil maps, too big "hardware requirements". ;-)
Unless it would stop everything (for some time), have big radius and greatly damage enemy units that pass it. :-D
Adding power draw aspect will make it harder to balance.
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Re: Energy shields

Post by aubergine »

I think power draw has to be key aspect of it -- something that can shield a base from lots of projectiles needs an Achilles' Heal.

It would take some trial and error to find out what level it should damage units, etc., to make it worthwhile. Not sure you'd ever want to use shields on low oil map though, you're better fighting out with units on such maps.

That being said, if the structure has a settings panel where you can limit it's power drain (at expense of shield range and strength), or maybe turn it off, or maybe research something that will auto-activate it when a nearby structure gets attacked, then it might be feasible on low oil as well.

I can certainly see a shield system being useful for custom campaigns, or challenge game where you have to assault enemy base.

One thing is for sure, with it drawing power, taking out enemy power gens or oil derricks would be a good strategy. That would be part of it's Achilles' Heal -- if you've got it defending the base, what about all those derricks out in the field?

Also, maybe the shield gen could be a feature of the HQ rather than a separate building? IMHO HQ should evolve throughout he game in to a monster of a building. I still wish to see HQs like this:

Image

Then later on it would get the energy shield addon.

I never understood why the HQ wasn't the toughest building in WZ. Putting some defences on it would also stop truck rushes.
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Re: Energy shields

Post by aubergine »

Also, what if the energy field also adds ECM? Overkill?
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Emdek
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Re: Energy shields

Post by Emdek »

What means "ECM" In this context? :-)

About Achilles' Heal, a whole shield should be greatly damaged or temporary shoot down in case of EMP attacks. Power draw is more like drawback and depending on (active) power generators and oil derricks (or more like, ability to disable it by simply destroying them, assuming that there are no power reserves) could be considered another Achilles' Heal. ;-)
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aubergine
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Re: Energy shields

Post by aubergine »

EMP attack is a superb idea!! But how to target it? I guess it would make VTOL emp bombs useful at last!
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Re: Energy shields

Post by NoQ »

Emdek wrote:What means "ECM" In this context? :-)
Radar jammers (which are already implemented on the code side)? Maybe he meant something like "you can't see what's behind the shield"?
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Re: Energy shields

Post by aubergine »

No, I was thinking that the shield could double up as an ECM so all stuff within the shield area is covered by one giant radar jammer. Basically the shield messes with enemy sensors, and they struggle to "see" what's behind the shield.

The shield would become a massive advantage, but you'd start to rely on it too much and sooner or later it's going to run out of power or get EMP attacked and then you're in for a rough ride. Even if it doesn't get EMP attacked, you'd still have less power to play with.
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Emdek
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Re: Energy shields

Post by Emdek »

Ah, this ECM. Yeah, personally I would like to see shields as something that is better against long range attacks with degrading usefulness as enemy approaches closer to base, that could also apply to ECM.
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Rommel
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Re: Energy shields

Post by Rommel »

aubergine wrote:IMHO HQ should evolve throughout he game in to a monster of a building. I still wish to see HQs like this:

Image

Then later on it would get the energy shield addon.

I never understood why the HQ wasn't the toughest building in WZ. Putting some defences on it would also stop truck rushes.
I think you should separate this into it's own thread, this is a great idea!
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Re: Energy shields

Post by Iluvalar »

aubergine wrote:No, I was thinking that the shield could double up as an ECM so all stuff within the shield area is covered by one giant radar jammer. Basically the shield messes with enemy sensors, and they struggle to "see" what's behind the shield.

The shield would become a massive advantage, but you'd start to rely on it too much and sooner or later it's going to run out of power or get EMP attacked and then you're in for a rough ride. Even if it doesn't get EMP attacked, you'd still have less power to play with.
But.. I dont understand lol. If the target inside is shielded, you can't target it anyway; you just shoot at the shield.
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Emdek
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Re: Energy shields

Post by Emdek »

Iluvalar, that depends on implementation. If it would be done in a way where shield is effective against some weapons and not just cool effect replacement for auto repair then you could use other weapons to shoot at targets inside.
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Re: Energy shields

Post by aubergine »

Laser Satellite would obviously penetrate the shield. So having your buildings ECM'd would make it harder to target laser satellite.

Consider scenario:

* Player A has shields ECMming their LasSat
* Player B does not have shields

Player A has advantage in that they can easily see and target Player B's lassat. Player B, however, has to fire their LasSat in random locations in the hope of hitting Player A's lassat.

Speaking of LasSat, there should really be some slight pseudo-randomness in the reload time. Basically alternate between X and X-30 seconds (based on number of times LasSat fired) for the reload time. Otherwise, Player A can destroy Player B's lassat, then Player B has to rebuild (Player A's lassat is already recharging) and wait for their lassat to charge. Meanwhile, Player A's lassat, with a head start, is now charged and they destroy Player B's lassat before it has chance to charge and fire. Unless Player A slips up, Player B is never going to get to use their lassat again.
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Iluvalar
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Re: Energy shields

Post by Iluvalar »

aubergine wrote:Laser Satellite would obviously penetrate the shield. So having your buildings ECM'd would make it harder to target laser satellite.

Consider scenario:

* Player A has shields ECMming their LasSat
* Player B does not have shields

Player A has advantage in that they can easily see and target Player B's lassat. Player B, however, has to fire their LasSat in random locations in the hope of hitting Player A's lassat.

Speaking of LasSat, there should really be some slight pseudo-randomness in the reload time. Basically alternate between X and X-30 seconds (based on number of times LasSat fired) for the reload time. Otherwise, Player A can destroy Player B's lassat, then Player B has to rebuild (Player A's lassat is already recharging) and wait for their lassat to charge. Meanwhile, Player A's lassat, with a head start, is now charged and they destroy Player B's lassat before it has chance to charge and fire. Unless Player A slips up, Player B is never going to get to use their lassat again.
But during 2 minutes Player B have an upgrade of 20% more damage/hp/rof/whatever that player A dont have. He kill a bit more units from Player A and he end up with 9:10 unit ratio maybe... Which because of the figure count function end up to be ~20% weaker. He then slowly lose more and more units wasting his only advantage (lassat) to cancel the enemy lassat and he end up losing...
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Re: Energy shields

Post by theheadlessrabbit »

What if the energy shield was more of a deflector shield than a protective shield?

I think it could be interesting to have a structure that makes all non-homing enemy fire 75% less likely to hit any target inside it's coverage zone.

Maybe with range about half of a regular sensor tower. They wouldn't exactly be safe spots for units to gather, but they would be safer spots to amass units.

It might also make artillery barrages a lot more interesting, and perhaps somewhat counter the CB towers.
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Re: Energy shields

Post by Merowingg »

I love this topic reappearing in hundreds of variations :) I had even mine too :3
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