Plasma shielding

Discussion in 'Planetary Annihilation General Discussion' started by cinderstar, December 8, 2013.

  1. beer4blood

    beer4blood Active Member

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    NO!!! Sorry bro only a handful of the turtle race want shields, devs don't and we don't.

    That said I will keep in line with your thread and offer my thoughts......

    Here's the only way I see shields as viable: they don't stack whatsoever. Instead you only get one shield not individuals. Meaning a network, if I build a second generator near my first, instead of having its own independent bubble it will join with the other creating one shield elliptical or figure eight shape, not to important imo shields only mitigate or absorb damage from outside projectiles. Nukes not included.

    Now to prevent a player from placing fifty generators around one building or unit, there would be some form of required distance between said generators. Two rings like the torp launcher. One for actual shield generator area and the other representing plasma interference or whatever lore you wish that prevents them from being placed closely together.
    Now when an area of shield network has been breached there will be a gaping hole. No three other generators won't just seal out the powered down generator. The hole would remain until the down generator recharges. Same applies if the generator is destroyed. Hole remains in the network until the full recharge time of a down generator. This prevents exploits, such as oh that one is powered down let me self destruct it and restore the hole..

    Anything that walks, drives, or flies inside the shield is now free to reign normal damage to items inside the shield as previous shield models

    So that's my suggestion, as much as I hate shields and turtles!!!! Also any of your own units firing through your shield should have a slight damage nerf applied not as much as enemy units firing at, or through it obviously . Perhaps the addition of more generators to your network could increase shield hp buy very, very, slightly. Like 1.01 Times or less for each one added to the network.
  2. bobucles

    bobucles Post Master General

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    Energy is not very different from supply depots in starcraft. You buy them once, and they produce energy forever. What you see as "upkeep" is really a single investment of metal.

    Increasing a unit's energy demand serves to make it more initially expensive, makes it require more land space, and makes it cheaper to replace. This is assuming that the game is designed with proper RTS fundamentals.

    This is the problem with shields. You need all these special rules that don't make sense and only dance around the obvious solution that you shouldn't be giving shields that role in the first place.
    Murcanic likes this.
  3. Devak

    Devak Post Master General

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    Well Personal shields are just a layer of quick-regenerating HP. Which creates an initial threshold that you need to overcome to destroy it.

    That's fine.
  4. beer4blood

    beer4blood Active Member

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    ^ @bobucles did you not read my stiff opposition?? or my entire explanation?? and why do special circumstances matter??? its a game is it not???
    also it is an upkeep fee there bob as the units require enrgy to run just like when your energy crashes your radar quits working, so would shields........ but i dont like turtles so down with the shields

    although it would add newer turtle cracking strategies
  5. Zoliru

    Zoliru Active Member

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    and I don't like rushers that trying to win the game in the 1st 5 min
    yet I don't want it to be disabled somehow bicous its a play style and warriaty is a good thing in a game.

    btw I like your Shield bubble idea its not OP and it works
  6. peewee1000

    peewee1000 Member

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    I like the idea of them not stacking. One other way to handle that would be: With incoming projectile, every shield that would get hit, will get hit.
  7. bobucles

    bobucles Post Master General

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    It's been suggested a dozen times before. You are trying to make shields into something they are not. It is messy, confounding, and full of tiny little simcity rules. Simcity does not belong in an RTS.
  8. beer4blood

    beer4blood Active Member

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    yea if was op it wouldnt have come out of my mouth.... isee it pretty much eliminating all other problems that shield systems have brouhgt to the rts genre..... individual units shileds are a definite no!!!

    and yes while i dislike turtling and such youcant simply force them out of the game as it is still a very viable strategy. especially with the god like artillery and lasers we currently have. the other day i encountered an extremely difficult turtle in a 6ffa. his entire perimeter was nothing but pelters!!!! not a wall but a wall of pelters!!! obviously the other players decided to neglect him, whilst i was busy dispatching them. by the time i could focus on his extremely small shell ( like maybe a 10 mex cluster he had happened upon) it was pretty inpenetrable...... alas i was unable to try and crack it as the entire server crashed as i prepared a nuke to break a hole......
  9. beer4blood

    beer4blood Active Member

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    says who??? you the god of all gaming??? you sound like the person who said cheese doesnt belong on a meat sandwich..... you dont know until you try. you can eventually get something right. Yes im defending my model as i feel it appease everyone its definetly not op.

    and in what manner am i making them something they are not?? extra armor layer to mitigate or stop damage for a short period of sustained fire. if you amass artillery outside the shield its going to come down regardless.....

    yes special circumstances are applied but its not astrophysics that are in application. really just a little extra coding work and a pretty simple and straight forward usage. dont simcity rules apply to toher in game units??? astreus can only carry comm or fab........ lasers cant shoot aa....... comm can fire at air but bots cant.... i can go further if need be. were on the same side my friend im against them as well. OP just asked for thoughts and input and i obliged with my birth of my shield system. .......admittedly though i want to kind of protect my newly birthed child now though ;)

    sounds good but what becomes of the projectile after it hits the first shield??? then travels through to the second, or third??? seems like there wouldnt be much projectile left ...........making it to where they just build a single shield network when placed close enough together eliminates this quandry as there is only actually one shield layer instead of multiples. and requiring a set distance between the generators kepps you from placing fifty around a launcher so when enough damage is applied to the shiled you dont get just this small sliver of a hole since you have fifty gens there. set distance seperation makes it fair for everyone so anytime you wear down one are of the shield the hole created will always be the same size eliminating that probable stacking issue of fifty around my comm, or launcher etc, etc. if that were allowed taking down one gen would only leave just a key hole=no bueno
  10. Murcanic

    Murcanic Well-Known Member

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    am I missing something here? in what case do shields make for more interesting game play? they tend to length combat time to kill something which can be done the exact same way of reducing dmg from sources or giving the targets more health... I mean there was already a huge discussion that units were made of paper... shields would of course unbalance the current state of the game... and over all it is just a different version of a health system that costs power constantly and has a bit of Regen... that literally it. unless you of course split the dmg certain things do to solids and certain things do to shields but that just forces everyone to get shields and over complicates combat.
  11. bobucles

    bobucles Post Master General

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    Well. Yes! Thank you, it's nice to be recognized once in a while. But mostly, the problem is making sure that the desired gameplay is correctly realized through the rules and stats given. The messier the rules get, the more difficult that becomes.

    There is NO guarantee that your shield rules will result in the gameplay that you want. There is every indication that it will do something else or be metagamed in completely irrelevant ways. Even without getting into specifics it is clear that your shields won't do what you think they will do. That is why it is a bad idea.
  12. beer4blood

    beer4blood Active Member

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    For about the twentieth time I'm against them!!!!!! Yes the op is complaining about being hit by a fire base right outside his own. Yes it's his fault for not having proper Intel surrounding his base.

    What element will they add???? None really other than handing turtles more tools and lengthening combat, yes!!! However if you're trying to play a twenty minute game you should stick to 1v1 I probably haven't met the right opponent yet but I still haven't seen a 1v1 on a matching 1v1 planet last over an hour. Is this not going to be the most epic rts ever with games lasting into the 12 hr mark and beyond? With 40vs40.... so @murcanic I don't see your standpoint holding water at the level you and I like to play..... small short matches..... also I don't see anything about regen in my listing. No auto heal for units that's just terrible, although repair towers in TA expansions were useful they required a crap ton of resources. The only thing that would regen in my eyes would be the shield itself not even the generator, much like bombers reload....

    @bobucles all I've seen is you say no but not explain why.... pleaseexplain... how will they not work??? Intent= add an extra armor layer to base to protect from artillery. What do you see that screams it won't work??? People thought the wright brothers wouldn't fly either, so.......
  13. igncom1

    igncom1 Post Master General

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    If your defences have to rely on a building that adds more HP to an area, then the defences are balanced wrong.
  14. beer4blood

    beer4blood Active Member

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    Personally I think defenses are op atm chopping down assault Units by the hundreds with only a handful required to do so..... perhaps I worded it wrong, adds a second skin to everything within its area....
  15. igncom1

    igncom1 Post Master General

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  16. beer4blood

    beer4blood Active Member

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    Ummm catapults holkins ???? Not mention I can't invade my opponent until t2??? So you're answer is turtle to t2 then try??? By that time the turtles have beefed their perimeters ten fold, No bueno we need t1 mobile artillery...... I could go for a while on that, but it's place is in another thread
  17. igncom1

    igncom1 Post Master General

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    Teching to T2 vs an opponent who is turtling is stupidly easy.

    Seriously, beating turtles is stupidly easy, you just expand.

    You know, LIKE YOU ARE BLOODY SUPPOSED TO.
    Murcanic likes this.
  18. Timevans999

    Timevans999 Active Member

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    it doesn't matter because shields exist in forged alliance and you'll always have that to play.
  19. peewee1000

    peewee1000 Member

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    The main benefit of that building is the aesthetics it creates, not that the end results can't be created also by some other, more skillful way. Also it's something that returning players might miss. Still, on my list of things to implement, this one wouldn't be very high. Considering also the increased scope of the battle.
    beer4blood and Timevans999 like this.
  20. beer4blood

    beer4blood Active Member

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    against one opponent 1v1 sure easy as pie, id say even a 3ffa is as well. however when there are more players by the time you handle two the last or the next is shelled up pretty dang good. as their arsenal now includes t2 stationary artillery, and a good turtle just craps out holkins.....so what do you do then???? because last time i checked t2 mobile arty doesnt reach that far out

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