Plasma shielding

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

  1. beer4blood

    beer4blood Active Member

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    good point....
  2. schuesseled192

    schuesseled192 Active Member

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    Yes just like when they introduced mini maps, strategic zoom and all the other nice features, which are so many i truly do not have time to list them all, over many games which vastly improved how the games played.

    Can't make an omelette without crushing and discarding obsolete game mechanics.

    In a game where we are promised to have epic matches of many dozens of players all fighting it out at the same time in huge solar systems with multiple large planets and dozens of smaller ones and a host of asteroids; anything that can reduce the amount of micro needed has to be a good thing.

    There are limits of course, it wouldn't be good to simply turn it into an interactive movie as beer4blood complained, indeed not. But having units shoot at where there targets are going to be? That would be dandy.
    Remember when bots were immortal if you took the time to move them parallel to the enemy's movement? Good, thought you did. Same principal. Units should actually aim properly.

    That is all, you are dismissed.

    /thread

    P.S Put shields in the game, people like shields Uber. Have them on the box art, see sales skyrocket.

    Remember people it doesn't matter whether or not you think they'll be balanced because that comes later, anything can be balanced.
    Last edited: December 12, 2013
  3. KNight

    KNight Post Master General

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    That has nothing to do with the situation of 'shoot and scoot' thought. Technically the units are aiming properly when they fire, I am just taking advantage of the emergent behavior of Simulated High Arc Projectiles and moving my units while they are in transit. The 'Counter' as it were is to just get something close, like Bombers, Gunships and assault units where moving the artillery units between each shot is basically pointless and actually detrimental to thier performance.

    Mike
    beer4blood likes this.
  4. nanolathe

    nanolathe Post Master General

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    And what is your justification for thinking that is a fact? Do you have a source to back up such a large blanket statement?

    I'll take a source that just has a perfectly balanced implementation of shields if your initial comment proves too vague to actually back up.
  5. beer4blood

    beer4blood Active Member

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    sorry but artillery is a little overly accurate atm ..... it can pinpoint that single unit by itself. Someone else mentioned it should have a slight inaccuracy when firing on one unit and I agree. Artillery is an aoe weapon and should be your first choice against blobs......

    Now with shields I would just like to re iterate that your own units firing through your shield should have a nerf to damage thus forcing you to decides if you want to achieve maximum damage from your artillery....
    stormingkiwi likes this.
  6. melhem19

    melhem19 Active Member

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    shield are not going to be added in the main game, but they maybe added as mod or in an expansion pack.
  7. Murcanic

    Murcanic Well-Known Member

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    Mod is fine but I'd rather it not be added in the main game or even an expansion pack... the game will be balanced without them and play extremely well, being able to snipe arty, nukes and commanders that are not being protected by an air force or aa is quite a nice thing I'd rather not give turtle's shields on top of the turrets, walls and defensive arty they already have not to mention the orbital escape
  8. cinderstar

    cinderstar New Member

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    I had to reply to this commet
    Yes the game can be balanced without them. So can it be balanced without any orbital, or air units. Heck it could be balanced if they added the deathstar. Also, who said anything about letting combat units or turrets be shielded let alone walls. Even if put some on the walls it would only be abput a 3%-7% increase. One again this topic is about shielding buildings, a turret is not a building or a wall. Don't believe me? look at our governments building regulations. The original idea was for factories and stuff that nature. Shields on turrets is horrible.
  9. bobucles

    bobucles Post Master General

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    That's incredibly naive. "Balanced" does not mean assigning proper numbers. It means the game flows in a well organized and fun way.

    Without air or orbital units there's a distinct possibility of the entire battle breaking, with no side able to defeat the other. That is not balanced.

    Why would a Comm protecting shield need to cover an entire base? It's only needed for the Comm.

    There are a few ideas for how a Comm shield could work. The classic HP buffer isn't terribly flexible in terms of design, but it is the simple option.
  10. cinderstar

    cinderstar New Member

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    what are you talking about. The numbers in my post moved onto a different section of my reply. Yes you can balance it very well without air or orbital, in its current state no. But it can be, that is what you didn't read. If they really wanted to they could take out both those factors and adjust it to make it balanced. It wouldn't be game breaking. Other Rts games already proved this. Play that Rome war game 2.
    Here if you couldn't see it
    I did not say in its current state. It have to be updated first.
    stormingkiwi likes this.
  11. beer4blood

    beer4blood Active Member

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    area shield is what I'm suggesting like shields of the past..... and that's bad enough. You're thoughts on individual building shields = no bueno
  12. stormingkiwi

    stormingkiwi Post Master General

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    Individual building deflector shields are a great idea.

    Its an upgrade, which is a confirmed no.

    But you can't stack individual building upgrade shields. You have to build another building, and upgrade it with a shield.

    If shields are going to be a feature, it is better that they are individual deflector/damage mitigation shields, not just an extra layer of HP.
    melhem19 likes this.
  13. beer4blood

    beer4blood Active Member

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    Ah but that's where shields really go sour....imo ...... loads of micro involved in that scheme, then again guess that makes its own shield deterrent. Really easier to just add more hp to those intended buildings to have shields instead of that mess. Area shield provides a simple easily disabled sponge for anything it's aoe protecting only from long range fire. You can still march through a shield and obtain normal dps rates. Individual building shields not so...
  14. stormingkiwi

    stormingkiwi Post Master General

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    Exactly. You can simply march through a shield.


    See. That's the problem. In many cases having shields allows the defenders to shoot out of it, and the attackers aren't able to shoot in. So you are never able to march in and achieve normal dps rates.

    With area commands (or an Auto upgrade behaviour for a specific unit) shielding an entire area is worth it.

    Personally I think the only shields should be countermeasures ala the Antinuke.
  15. beer4blood

    beer4blood Active Member

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    @stormingkiwi that's why I said your units firing through a shield receive a dps penalty of some measure, doing full damage firing through your own shields is horrible and one of the biggest shield flaws in games with shields...
  16. cinderstar

    cinderstar New Member

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    If you still simply add HP, then its pointless. Something can only have so much hp. If you just say screw it raise it 10 hp to cover no shields, then people are going to say keep adding it up and up. Don't give buildings more health, they're supposed to be destroyed fast, or even quick. A shield was just supposed to add a little life spand to it not every update adding more health.
  17. beer4blood

    beer4blood Active Member

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    Which isn't any different don't know how you can't see that there is no difference...... what's worse is you just contradicted yourself, with buildings are supposed to die fast......o_O

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