Unless it would stop everything (for some time), have big radius and greatly damage enemy units that pass it.
Adding power draw aspect will make it harder to balance.







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



I think you should separate this into it's own thread, this is a great idea!aubergine wrote:IMHO HQ should evolve throughout he game in to a monster of a building. I still wish to see HQs like this:
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.

But.. I dont understand lol. If the target inside is shielded, you can't target it anyway; you just shoot at the shield.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 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...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.
