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IDProjectCategoryLast Update
0003833AI War 1 / ClassicSuggestion - Balance TweaksSep 13, 2011 10:05 am
ReporterToll Assigned To 
Status newResolutionopen 
Product Version5.016 
Summary0003833: Suggestions for hardened forcefields
DescriptionSince it seems it wasn't noticed when I appended it to the solved report, here it is again!

Three points, if I may add them:

First: Never, ever, ever give the AI these forcefields. It's painful enough having to take down a forcefield far enough to blow up whatever is beneath them, we don't need the added armor and non-reduction in area. Please?

Second: Have the forcefield disengage if it drops below a certain percentage (say, 5% or less). This would allow them to be stacked with normal forcefields more efficiently; right now, the hardened forcefield takes nearly all the damage, explodes, and only after that the normal forcefield starts taking heavy damage (since the normal forcefield shrinks a bit after the first few hits until the hardened forcefield covers it).

Third: A slightly different forcefield graphic would be nice, in order to differentiate between them more easilly.
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Toll

Sep 13, 2011 10:05 am

reporter   ~0013224

With the changes to hardened forcefields to shrink like normal ones, they lose much of their charm. I therefore propose a change to the formula of shrinkage for hardened forcefields. I believe that forcefields currently shrink linearly (i.e. if its health is 50%, its radius is 50% of maximum). If hardened forcefields got a formula akin to 1-(1-health%)^2, its radius would shrink much slower to begin with but accelerate towards the lower spectrum. At 90% health, the radius would be 99%. At 50%, it would be 75%, and so on. If we raise it to ^3, it would be an even more pronounced difference (99.9% at 90% health and 87.5% at 50% health). This would reintroduce the notion that hardened forcefields have a more stable radius and is able to protect the targets inside them for a longer period of time than normal forcefields, while still allowing them to shrink if they take too much damage, allowing other forcefields to absorb damage. I believe the formula is easy on the CPU as well, given that it's only subtraction and multiplication, and no divisions or roots.

Issue History

Date Modified Username Field Change
Sep 9, 2011 10:09 pm Toll New Issue
Sep 13, 2011 10:05 am Toll Note Added: 0013224