Editing Shield
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'''Shields''' protect units inside by absorbing the damage from attacks in exchange for charge. While shields can stop all but a select few weapons, any area of effect from the detonation will still pass through the shield, so don't expect any units near the edge of the shield area to be completely safe from harm. Shields are spherical and hollow. | '''Shields''' protect units inside by absorbing the damage from attacks in exchange for charge. While shields can stop all but a select few weapons, any area of effect from the detonation will still pass through the shield, so don't expect any units near the edge of the shield area to be completely safe from harm. Shields are spherical and hollow. | ||
− | + | http://lh4.ggpht.com/_EUPLJBA3KD0/TRgDve5G3AI/AAAAAAAAAX4/n1qb9eckKsA/s800/shield3.jpg | |
== Shield charge == | == Shield charge == | ||
− | When shields take damage, their charge is depleted. As the shield charge depletes the shield color will change from blue (full charge) through purple to red (no charge). They will continue to stop weapons until the amount of charge is lower than the damage done by the weapon. | + | When shields take damage, their charge is depleted. As the shield charge depletes the shield color will change from blue (full charge) through purple to red (no charge). They will continue to stop weapons until the amount of charge is lower than the damage done by the weapon. Large shields (both static and mobile) require energy to replenish their charge, and with sufficient energy will recharge at a steady rate. Their regeneration can be toggled off and obeys priority. Small (personal) shields recharge at no energy cost. |
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== Shield link == | == Shield link == | ||
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Shields automatically link up to share charge, so if a few shields are taking more damage, charge will flow from the undamaged shields to the damaged shields. There is no limit to how many shields can link together. However, because charge transfers at a finite rate, one shield in a large chain can still be made vulnerable with focused fire. For shields to share charge, they simply need to overlap. Transfer always happens from the shield with more absolute charge ('''not''' %) to the one with less. | Shields automatically link up to share charge, so if a few shields are taking more damage, charge will flow from the undamaged shields to the damaged shields. There is no limit to how many shields can link together. However, because charge transfers at a finite rate, one shield in a large chain can still be made vulnerable with focused fire. For shields to share charge, they simply need to overlap. Transfer always happens from the shield with more absolute charge ('''not''' %) to the one with less. | ||
− | + | http://lh5.ggpht.com/_EUPLJBA3KD0/TRfohbiUqVI/AAAAAAAAAXw/oYQHKSYCIjM/s800/shield1.jpg | |
''Shields from any type of unit can link together.'' | ''Shields from any type of unit can link together.'' | ||
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− | ''As a shield takes damage it turns red. The shields it is linked to will help recharge it.'' | + | http://lh4.ggpht.com/_EUPLJBA3KD0/TRfoiRdLesI/AAAAAAAAAXw/7YEv9gg5sME/s800/shield2.jpg |
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+ | ''As a shield takes damage it turns red. The shields it is linked to will help recharge it.'' | ||
== In-depth mechanics == | == In-depth mechanics == | ||
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* Melee weapons, disintegrators and the Dominatrix ignore shields. | * Melee weapons, disintegrators and the Dominatrix ignore shields. | ||
− | + | The current system for linking is as follows. Every shield shares charge 15 times a second. The share-partner is selected randomly from all adjacent (bubbles touching) shields, including itself. The self-inclusion is intended to reduce the transfer rate when there are few shields. Large shields can only choose other large shields as a share-partner. In a charge share <code>ChargeDifference/100</code> is transferred from the high charge shield to the low charge shield. The distance between shields is irrelevant so long as they are touching. | |
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== Beating shields == | == Beating shields == |