Configurable Forcefields
Posted: Fri Jan 08, 2021 4:00 am
I've long been thinking about this and since I don't have any modding experience, just wanted to leave it here hoping it to inspire somebody.
Forcefields are invisible physical barriers surrounding any structure, protecting them from damage. They run on high currents of electricity.
The damage a structure with forcefield protection takes is first reflected to the forcefield until depleted before actually damaging the structure itself.
Forcefields would regenerate themselves after sustaining damage, just like a self-repair.
Here's my implementation:
The Forcefield Generators would generate the forcefields and slowly regenerate the barrier after it is damaged, they would have a low amount of capacity serving as forcefield health since their primary purpose is to replenish forcefield health rather than increasing maximum health. Upon complete depletion of the total forcefield health (including Forcefield Capacitors explained below), the generators would shut down and remain unoperational for several seconds before starting to replenish the forcefield health again, leaving the forcefield protected structures defenseless during its recovery.
The Forcefield Capacitors would serve to increase the health capacity of forcefields. Basically, they increase the maximum health of the forcefield.
Forcefield Radiator Poles would work similar to electric poles. They would have a certain coverage area around it which applies forcefield protection to the structures contained within. Structures would still be completely protected with forcefield even if some portion of them remains outside of the coverage area of the pole, just like the way electric poles do. This would be better if there is an option to configure the individual tiles or structures affected by forcefield protection since the player may want to exclude some areas from protection. Forcefield Radiator Poles would be protected by the forcefield they emit as well.
Forcefield Walls would function as regular walls as long as powered by forcefield radiator poles' coverage area.
And lastly, the forcefield wiring, which would be used to interconnect the generators, capacitors and radiators to function together. This way seperate setups will become possible.
The forcefield generators and capacitors must have high electric costs to keep things balanced. Electricity usage should drastically increase when shields are recharging after sustaining damage. Additionally there should be a passive power cost per tile that is protected with forcefield using the forcefield radiator pole to prevent the player from mass protecting their whole facility at no cost.
I don't even know if the current modding API allows for these features, please don't hesitate to share your thoughts.
Forcefields are invisible physical barriers surrounding any structure, protecting them from damage. They run on high currents of electricity.
The damage a structure with forcefield protection takes is first reflected to the forcefield until depleted before actually damaging the structure itself.
Forcefields would regenerate themselves after sustaining damage, just like a self-repair.
Here's my implementation:
The Forcefield Generators would generate the forcefields and slowly regenerate the barrier after it is damaged, they would have a low amount of capacity serving as forcefield health since their primary purpose is to replenish forcefield health rather than increasing maximum health. Upon complete depletion of the total forcefield health (including Forcefield Capacitors explained below), the generators would shut down and remain unoperational for several seconds before starting to replenish the forcefield health again, leaving the forcefield protected structures defenseless during its recovery.
The Forcefield Capacitors would serve to increase the health capacity of forcefields. Basically, they increase the maximum health of the forcefield.
Forcefield Radiator Poles would work similar to electric poles. They would have a certain coverage area around it which applies forcefield protection to the structures contained within. Structures would still be completely protected with forcefield even if some portion of them remains outside of the coverage area of the pole, just like the way electric poles do. This would be better if there is an option to configure the individual tiles or structures affected by forcefield protection since the player may want to exclude some areas from protection. Forcefield Radiator Poles would be protected by the forcefield they emit as well.
Forcefield Walls would function as regular walls as long as powered by forcefield radiator poles' coverage area.
And lastly, the forcefield wiring, which would be used to interconnect the generators, capacitors and radiators to function together. This way seperate setups will become possible.
The forcefield generators and capacitors must have high electric costs to keep things balanced. Electricity usage should drastically increase when shields are recharging after sustaining damage. Additionally there should be a passive power cost per tile that is protected with forcefield using the forcefield radiator pole to prevent the player from mass protecting their whole facility at no cost.
I don't even know if the current modding API allows for these features, please don't hesitate to share your thoughts.