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Stackable shield modules

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Date Editor Before After
12/2/2014 8:50:14 PMSkasi before revert after revert
12/2/2014 8:49:54 PMSkasi before revert after revert
12/2/2014 8:49:20 PMSkasi before revert after revert
12/2/2014 8:48:54 PMSkasi before revert after revert
12/2/2014 8:48:25 PMSkasi before revert after revert
12/2/2014 7:55:41 PMSkasi before revert after revert
12/2/2014 7:53:39 PMSkasi before revert after revert
12/2/2014 7:52:26 PMSkasi before revert after revert
12/2/2014 7:51:14 PMSkasi before revert after revert
12/2/2014 7:47:40 PMSkasi before revert after revert
12/2/2014 7:40:20 PMSkasi before revert after revert
Before After
1 [size=2][b][u]Intro:[/u][/b][/size] 1 [size=2][b][u]Intro:[/u][/b][/size]
2 * A few players were disappointed with the Auto Repair [img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_autorepair.png[/img] nerf. 2 * A few players were disappointed with the Auto Repair [img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_autorepair.png[/img] nerf.
3 * I don't want old Auto Repair to come back, so I was thinking about alternatives. 3 * I don't want old Auto Repair to come back, so I was thinking about alternatives.
4 * In an [url=https://github.com/ZeroK-RTS/Zero-K/issues/399]issue report[/url] @Sprung suggested turning Area Shield [img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_areashield.png[/img] into a conversion. 4 * In an [url=https://github.com/ZeroK-RTS/Zero-K/issues/399]issue report[/url] @Sprung suggested turning Area Shield [img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_areashield.png[/img] into a conversion.
5 * An idea was born! [img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img][img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img][img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img][img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img] 5 * An idea was born! [img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img][img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img][img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img][img]http://zero-k.googlecode.com/svn/trunk/mods/zk/unitpics/module_personal_shield.png[/img]
6 \n 6 \n
7 \n 7 \n
8 [size=2][b][u]Idea:[/u][/b][/size] 8 [size=2][b][u]Idea:[/u][/b][/size]
9 People want their commanders to recover in-combat? Give them shields!! It's so simple. 9 People want their commanders to recover in-combat? Give them shields!! It's so simple.
10 \n 10 \n
11 [img]http://i.imgur.com/gRjOcTj.png[/img] 11 [img]http://i.imgur.com/gRjOcTj.png[/img]
12 \n 12 \n
13 ☑ In-combat regeneration 13 ☑ In-combat regeneration
14 ☑ Adds variety 14 ☑ Adds variety
15 ☑ Has weaknesses 15 ☑ Has weaknesses
16 ☑ Omgz moar customizationnnss!!111 16 ☑ Omgz moar customizationnnss!!111
17 \n 17 \n
18 Like mentioned in the intro, Area Shield can be turned into a conversion module. Another option would be stackable Area Shield modules. This would let players pick the radius they want by repeatedly boosting shield range and may or may not change other stats. There can be other modules that mess with shields too, but for now let's not overdo it. 18 Like mentioned in the intro, Area Shield can be turned into a conversion module. Another option would be stackable Area Shield modules. This would let players pick the radius they want by repeatedly boosting shield range and may or may not change other stats. There can be other modules that mess with shields too, but for now let's not overdo it.
19 \n 19 \n
20 Since shields work very different than regular in-combat autorepair I think this can be a very nice "replacement" for the [i]old[/i] autorepair module. The current, [i]new[/i] Autorepair will still fill gaps that shields can not (like work while cloaking, etc.) so it wont need to be reverted to still be a viable option. 20 Since shields work very different than regular in-combat autorepair I think this can be a very nice "replacement" for the [i]old[/i] autorepair module. The current, [i]new[/i] Autorepair will still fill gaps that shields can not (like work while cloaking, etc.) so it wont need to be reverted to still be a viable option.
21 \n 21 \n
22 \n 22 \n
23 [size=2][b][u]Possible problems:[/u][/b][/size] 23 [size=2][b][u]Possible problems:[/u][/b][/size]
24 This might not be perfect. We don't know yet. There's a couple thoughts I had. Stackable shields may very well completely ruin Zero-K's balance. 24 This might not be perfect. We don't know yet. There's a couple thoughts I had. Stackable shields may very well completely ruin Zero-K's balance.
25 \n 25 \n
26 * Powerful Area Shields could bring back extreme cases of Commander-Turretcreeping 26 * Powerful Area Shields could bring back extreme cases of Commander-Turretcreeping
27 This problem is solvable by adding drawbacks to Area Shield to make them look like "+100% shield range, -25% Shield Strengh & Regeneration" or similar ( numbers random example) 27 This problem is solvable by adding drawbacks to Area Shield to make them look like "+100% shield range, -25% Shield Strengh & Regeneration" or similar ( numbers random examples)
28 \n 28 \n
29 * Funnelweb with high speed, buildpower, dgun and other special commander stuff 29 * Funnelweb with high speed, buildpower, dgun and other special commander stuff
30 I couldn't think of a way to deal with this, [b]but[/b] it may not become an issue seeing as players would be forced to reserve most of their commanders' available module slots for shields. 30 I couldn't think of a way to deal with this, [b]but[/b] it may not become an issue seeing as players would be forced to reserve most of their commanders' available module slots for shields.
31 \n 31 \n
32 * Comm+Felonpush OP 32 * Comm+Felonpush OP
33 I'm not exactly sure about this. It may not become a problem since unlike Thug/Convict shields, commander shields require energy to regenerate. For reference I'd compare this to Felon+Funnelweb pushes. Does anyone have experience with those? What do they look like? 33 I'm not exactly sure about this. It may not become a problem since unlike Thug/Convict shields, commander shields require energy to regenerate. For reference I'd compare this to Felon+Funnelweb pushes. Does anyone have experience with those? What do they look like?