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shield implementation thoughts

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Date Editor Before After
8/9/2019 9:10:44 PMGBrankdyth68 before revert after revert
8/9/2019 9:08:23 PMGBrankdyth68 before revert after revert
Before After
1 Honestly, while this game doesn't really demonstrate it, the regeneration rate of the Funnelweb's shields are high enough to make them much too hard to wear down when massed without specific counters ( mostly Tremor) . 1 Honestly, while this game doesn't really demonstrate it ( TinySpider's Funnelwebs were a huge metal and energy sink that didn't contribute much for their cost) , the regeneration rate of the Funnelweb's shields are high enough to make them much too hard to wear down when massed without specific counters ( mostly Tremor) .
2 \n 2 \n
3 If consistency and simplicity weren't considerations I'd want to: 3 If consistency and simplicity weren't considerations I'd want to:
4 \n 4 \n
5 1. Increase Shockley shield damage 33%->66%. Increase DRP shield damage 33%->100%. 5 1. Increase Shockley shield damage 33%->66%. Increase DRP shield damage 33%->100%.
6 These two changes would only affects Funnelweb interactions and would make Shockley viable against Funnelwebs and prevent Funnelweb countering DRP (I don't think any superweapon should be counterable). 6 These two changes would only affects Funnelweb interactions and would make Shockley viable against Funnelwebs and prevent Funnelweb countering DRP (I don't think any superweapon should be counterable).
7 \n 7 \n
8 2. Reduce Funnelweb shield regen to 200hp/s but make them "storable". Meaning you could suppress the shield, preventing it blocking damage but still being able to recharge (taking around ~10 secs to change state and triggering automatically when near 0 hp). 8 2. Reduce Funnelweb shield regen to 200hp/s but make them "storable". Meaning you could suppress the shield, preventing it blocking damage but still being able to recharge (taking around ~10 secs to change state and triggering automatically when near 0 hp).
9 This would still let people use Funnelwebs near the front line but wouldn't have the degeneracy-at-scale that the high recharge rate does. 9 This would still let people use Funnelwebs near the front line but wouldn't have the degeneracy-at-scale that the high recharge rate does.
10 \n 10 \n
11 \n 11 \n
12 Unfortunately, simplicity and consistency are actually [i]important[/i] so I'm still scratching my head for a solution here. :/ 12 Unfortunately, simplicity and consistency are actually [i]important[/i] so I'm still scratching my head for a solution here. :/
13 Should probably reduce the regen rate to 250hp/s regardless though... (and hp back to 6000hp, damn things are near unkillable atm if the user is skilled and paying attention) 13 Should probably reduce the regen rate to 250hp/s regardless though... (and hp back to 6000hp, damn things are near unkillable atm if the user is skilled and paying attention)