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Forcefields
Posted: Fri Mar 01, 2013 8:12 pm
by DragonPox90210
Seeing as how there are so many creepers that attack at once maybe add a forcefield? It could have a health of 100 and its purpose would be to let the player prepare for the attack (most attacks are untelegraphed- maybe have the radar warn of "approaching entities"?) after creepers get through it it would require time and energy to recharge. There could also be a research tree that deals damage to enemies that attack it? Love the work you guys are doing!
Re: Forcefields
Posted: Sat Mar 02, 2013 12:43 am
by Kadaban
I'm not completely sure, but kovarex mentioned that "Walls" are already planned but not yet in the game.
Oh and there is already a mod that show you the time remaining until the next wave of attackers comes running. I think it's linked in the modding subsection.
Re: Forcefields
Posted: Sat Mar 02, 2013 12:48 am
by 15Cyndaquil
actually walls are already coded into the game just they have no sprite so they are not implemented in it yet
Re: Forcefields
Posted: Sat Mar 02, 2013 10:12 am
by Amanite
How about forcefields continuously draining power? Also, if they're dealt damage, they'll drain more power, until the plant cannot power it, then it shuts down.
Re: Forcefields
Posted: Sat Mar 02, 2013 11:04 am
by MF-
Amanite wrote:How about forcefields continuously draining power? Also, if they're dealt damage, they'll drain more power, until the plant cannot power it, then it shuts down.
So it would keep all the creepers piling up outside and launch them all at once when there is no power?
I am ... not sure if I want that.
Re: Forcefields
Posted: Sat Mar 02, 2013 3:02 pm
by Narc
MF- wrote:Amanite wrote:How about forcefields continuously draining power? Also, if they're dealt damage, they'll drain more power, until the plant cannot power it, then it shuts down.
So it would keep all the creepers piling up outside and launch them all at once when there is no power?
I am ... not sure if I want that.
I think it sounds good, but only if it's possible to shoot out from the forcefield. Although, even if it blocks projectiles both ways it would still provide a way to encourage creepers to enter firing lanes.
Re: Forcefields
Posted: Sun Mar 03, 2013 1:07 am
by Dakkanor
Narc wrote:...firing lanes.
good idea, creepers onlt attack normal buildings when they don't hanve any other easy path, so would be possible to block off the bulk of your base with solid light walls and have maybe 4 openings whichc are completely packed with laser defence!!!
Re: Forcefields
Posted: Sun Mar 03, 2013 1:13 am
by MF-
Dakkanor wrote:
good idea, creepers only attack normal buildings when they don't have any other easy path, so would be possible to block off the bulk of your base with solid light walls and have maybe 4 openings which are completely packed with laser defence!!!
Or when their patchfinding was done before the particular building was built.
Which is sometimes plays an important role when I'm building stuff further from my base.
Re: Forcefields
Posted: Sun Mar 03, 2013 12:08 pm
by ficolas
I prefer simple walls.
Maybe auto-reparable forcefield like walls
Re: Forcefields
Posted: Sun Mar 03, 2013 11:43 pm
by MF-
Actually, bringing creepers into a shooting line is rather easy even without walls or force fields.
Build conveyor belts for them ! They would return the favour
That explains why the pathfinding could take that long (so the fps is so drastically affected even with a help from an "optimization"
)
Re: Forcefields
Posted: Sun Mar 03, 2013 11:59 pm
by Staxxy
I do believe forcefields will become relevant when the AI of the aliens is done. Because it seems there is no AI at all and just a basic pathfinding system.
Once they will be less dumb, the aliens would try to go around the forcefields or flee, making them more useful.