Comment 4 for bug 895297

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Droke (droke) wrote :

This is a feature I would definitely use. I do, however, have a number of questions about it's implementation.

Is the projectile detonated or deleted? Some AP Systems can prevent proper detonation, while shields would act more wall like.

I'm also curious about cellspead, specially since this is a projectile based logic. Should the projectile detonate, would the unit take damage? APS would have the bonus of distance, but otherwise lack the protection shielding would provide. Also, would indirect attacks trigger damage absorption?

What about regeneration? I would assume shields would recharge while APS would dock. I also suggest making Shield.Heath=0 or another value to unlimit the usage, leaving Shield.ROF to handle balance.

Perhaps something like these would work?
Shield=true ; sets Shield.Health and CellSpread handling
Shield.RestoreValue=10 ; how much to regenerate, 0 implies docking
Shield.RestoreRate=6 ; how fast to regenerate, in frames
Shield.Disarm=false ; projectile goes boom

This is just what came to mind, any iteration would be useful to me.