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Feature: Commander shields #4107
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Feature: Commander shields #4107
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The video is not available to unregistered users. |
Um, for some reason the availability checkbox didn't click. Try it again. |
I'm not sure about low oil maps (I rarely play them), but on NTW maps the commander unit limit of 6 is ridiculous, I would multiply it by 2 at least and may be increase step (which is 2 units per lvl) too, considering the cost of commanders, etc. |
Cool mechanics. Other places where you can put your hands: |
What's wrong about satellites btw? |
There are several problems with the satellite:
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I had an idea to make a range display effect for selected units, we can do that for sensors as well. |
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@Monsterovich |
First thing, it's not true about artillery, and about VTOL: no, shields don't apply because the air units de facto don't have a commander ( |
I really like this but I think it would be better served as a researchable technology armor (Power Armor) technology for units and structures like auto-repair instead of being used to bluntly buff Commanders into usefulness, I think there is a far more graceful way to make Commanders relevant without even changing them. |
No, that's not what was intended. This ability can't be given to all units as an enhancement: it would be either too OP or useless, and I intended progressive mechanics. What you quoted has nothing to do with this PR.
That's exactly what I want to do. :) |
Why would it be either too overpowered or useless with no possible middle ground if all units gained this but not if it's tied to only commanders? As I would make it a new armor tech line I wouldn't tie the shield's points to unit experience but shield tech level, In fact I think having this tied to unit experience is where the balance problems will originate from. Commanders or not.
Did you even read it? How does it not have anything to do with:
As commanders are not revealed by radar detectors, Allowing players to assign artillery and vtol to radar detectors so they can pre-strike enemy sensors and counter-battery radars would give commanders a distinct and vital niche. Being spotters for artillery and vtol in the vision dead ground created by radar detectors seems way more inherently balanced than commander shields which by your implication is potentially overpowered or useless in principle. on a side note that might matter to others more it would be more "realistic" to limit shields to just commanders and not assigned units, That was basically the reason why teleporting Nexus turret buff was turned down. I guess in that vein maybe replace the shields on assigned units with an increase to auto repair speed of assigned units just like how you have shields implemented? idk just exploring the idea and its possibilities pls don't shoot me. |
@Raptor959 You are trying to jump in with your suggestions that are irrelevant to this PR. Once again, my motivation is for commanders to be used in multiplayer, because in intense I don't see the point in discussing this with you any further. |
I totally disagree and my point of reference is that people use sensors and counter-battery radar in all games because they have vital strategic functions, If radar detectors and commanders filled the same kind of vital strategic function they would be seen as necessary as sensors/radars are. The only reason they don't is because players can't assign artillery and vtol to radar detectors leaving their enemies with only commanders and radar detectors to spot. Even if it's overpowered these shields for commanders is just a tactical level ability, It doesn't principally provide commanders a strategically vital role which is why using it to balance commanders is probably doomed to fail.
Suppose your shields were added to commanders and their balance was made perfect, Would commanders suddenly become overpowered if they remained invisible to my suggestion of radar detectors with assigned artillery and vtol? |
If you had watched the demonstration video, you wouldn't be asking this silly question. |
That video doesn't show the full depth of consequences this change would or would not have in a given form, You said it yourself that the values need to be tested in real multiplayer. Furthermore how are you deciding whether commander shields are overpowered or underpowered? Seems like a much harder line to walk than making it a universal tech and making commanders as relevant as sensors by making radar detectors as relevant as counter-battery radars. |
@Raptor959 It does and also shows that commanders are not OP with this feature and overwhelmed by artillery just like other units. :P Whether the shield buff will be sufficient is the question. |
Have you considered the balance impact scavengers have with commanders due to the easy unit experience they offer? |
I would say more that people avoid messing with scavengers altogether because it's a risk of wasting of units in combat. I myself have seen situations where I or my opponent lost units early in the game to scavengers and then lost the game entirely because of it, so this is a double-edged sword. |
@Monsterovich @Raptor959 |
@dunk2k There is no middle ground here, this guy just jumps in with some nonsense ideas that have nothing to do with this PR. Just ignore him, his experience of understanding the game doesn't go beyond, “let's just raise the cost of factory modules for the sake of strategic depth™”. |
@dunk2k Find a middle ground? What is saying that it should be added to the game for more than just commanders? |
The motivation behind this PR is to make commanders not useless in multiplayer. This PR adds shields to all droids in the commander's squad. Shields absorb damage instead of reducing health. This concept is present in other games as well.
The initial value of shield points is 10% of the droid's base health + 5% of base health with each level up. Shields regenerate constantly, shield regeneration can be interrupted if the shields points value is 0, then shields will need to not take damage for a while to start regenerating, i.e. shields are unable to regenerate under continuous fire in an interrupted state. Interruption time and regeneration time also improves with each level (see the values in the code). I put those values intuitively, all this should be tested in real multiplayer, and I'm honestly not sure what values would be better. Perhaps the current values are overall good.
Here's a video demonstration of the idea (well basically I've already implemented everything :P):
https://www.youtube.com/watch?v=n6auvDe2Vkw
update: EMP weapons are used to disable shields completely.