New feature: DROID'S SHIELD

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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Zarel
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Re: New feature: DROID'S SHIELD

Post by Zarel »

SonOfBerg wrote:The change potentially brings about a small change in balance in regards to the overall longevity of a unit, where before you'd need to research autorepair to get regen capabilities, now you get 50% of that while the unit is not engaged in combat for free. Once autorepair is researched, you have an overall effect of twice the repair rate (as the shields regenerate independently of the repair itself)

But since these changes are applied across the board to all units and the same rules apply in most situations, this should not be a detrimental change of balance.
This is difficult to say. The main result of this change is that a winning army will be able to repair itself and attack again more rapidly - a change that favors people who are already winning - which most would consider something bad.
DylanDog wrote:Back to the discussion: I understand that the shields regenerate quickly. If this is the case, I agree with Zarel this would increase too much the micromanagement (unless they are automatically turned on?) also this would not make them a feature to be used only in few cases but the shields would always be active, I would not like it.

I like the fact that shields have hitpoints but they should not regenerate until they are = 0. When the shield is not active anymore then it should not regenerate before few minutes are gone.
Hey, I said that manually enabling shields that wear off quickly was too much micromanagement. I see nothing wrong, micromanagement-wise, with shields that just regenerate quickly. In fact, shields that don't regenerate until they're at zero would be too much micromanagement, since if they were at half power you'd have to micromanage them (maybe by shooting your own units) to get them to regenerate.
Berg wrote:I can see that from what Zarel says its will be possible to add mod support go for that way of doing it, once enabled for mods it should be good to play with so no need to have it the way WZGM has done it, it was only an example.

When will Mod support for this be enabled Zarel? any time frame?
From what I hear, it sounds like you or your son have already implemented this, so I'm not sure what you want me to do...
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Berg
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Re: New feature: DROID'S SHIELD

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Zarel wrote:From what I hear, it sounds like you or your son have already implemented this, so I'm not sure what you want me to do...
You state you would enable it for mods so if you do what you said then Dydo can tune it to his way as I do understand what he is trying to achieve and I think its a great idea.
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Verin
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Re: New feature: DROID'S SHIELD

Post by Verin »

Perhaps make the shield only a structure.
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Berg
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Re: New feature: DROID'S SHIELD

Post by Berg »

by Zarel » Mon Aug 02, 2010 2:48 pm
Ehh, more micromanagement. That's honestly one of the things I don't like about StarCraft. I'll add mod support for it, but it's not something I want in the game itself.

Zarel: How is this mod support coming along?
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Re: New feature: DROID'S SHIELD

Post by Zarel »

I meant eventually. It's not on my short-term to-do list. I haven't even figured out how they should be enabled. By unit-type, perhaps?
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Re: New feature: DROID'S SHIELD

Post by Tenoh »

I would just make it a new base structure that adds shields bar to base structures only, thus helping the loosing side to survive and preventing rushes.I would also add a constant recharge rate regardless if its at 0 or not.
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Re: New feature: DROID'S SHIELD

Post by DylanDog »

Tenoh wrote:I would just make it a new base structure that adds shields bar to base structures only.
Just to point out this thread is called "DROID'S SHIELD" :)
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Re: New feature: DROID'S SHIELD

Post by Tenoh »

Droids dont need them.Those guys are strong as they are,what they cant show with armor they make up with numbers,who needs tanks.
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Re: New feature: DROID'S SHIELD

Post by KukY »

Tenoh wrote:Droids dont need them.Those guys are strong as they are,what they cant show with armor they make up with numbers,who needs tanks.
In case you don't understand, droid is every movable object in WZ. So that includes cyborgs, tanks, VTOLs...
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Tenoh
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Re: New feature: DROID'S SHIELD

Post by Tenoh »

KukY wrote:
Tenoh wrote:Droids dont need them.Those guys are strong as they are,what they cant show with armor they make up with numbers,who needs tanks.
In case you don't understand, droid is every movable object in WZ. So that includes cyborgs, tanks, VTOLs...
i thought they were drones :p
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Re: New feature: DROID'S SHIELD

Post by MetalWarrior95 »

People poeple people...Israely already have shields on their vehicles,just prototypes of shields that are used against rockets...

force fields...

Force Field/Shield will be used sooner or later but for sure before 2088...thats the nuclear winter in WZ2100 when it started.
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Re: New feature: DROID'S SHIELD

Post by Per »

Berg wrote:How is this mod support coming along?
Is there a patch for shields (in a ticket) yet that whoever wants to hack at this can look at?
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Re: New feature: DROID'S SHIELD

Post by Mysteryem »

Rereading through this reminds me that I had a stab at creating shields (just visual) for buildings in a mod that would appear when an enemy came into range. I created a new weapon which used my shield.pie as its muzzle flash, then added this weapon to a power generator (did this for testing), but it didn't work for some reason. The muzzle flash wouldn't appear, I think. No idea what happened to the mod though. :hmm:
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Wibble199
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Re: New feature: DROID'S SHIELD

Post by Wibble199 »

MetalWarrior95 wrote:Israely already have shields on their vehicles
:shock:
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Re: New feature: DROID'S SHIELD

Post by Roux Le Corps »

seen a doco on that, no so much a shield as an anti missile defense system, it sprays shrapnel (or other variants that use emp) to force a premature explosion that doesn't harm the tank
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