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		<title><![CDATA[First Strike Forums — The shield]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7688</link>
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		<description><![CDATA[The most recent posts in The shield.]]></description>
		<lastBuildDate>Sat, 31 May 2008 17:19:13 +0000</lastBuildDate>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107206#p107206</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><div class="quotebox"><blockquote><p>We took a vote when we made our PSGs whether balls on the tops of the ISDs were radars or shields.&nbsp; We decided to base our design off the movie (and indeed several games) which all depict the giant domes as shield generators.&nbsp; So, when it comes to the FirstStrike universe (*giggle*) those are, in fact, shield generators.</p></blockquote></div><p>You decide facts by committee? How <strong>very</strong> unscientific. Darwin and Einstein roll in their respective graves, and Kent Hovind shits his pants with glee. Next you&#039;ll say the FS maps were Intelligently Designed, as opposed to brought about by natural processes.</p><div class="quotebox"><blockquote><p>Indeed I was half disappointed that the shield gen on Ryloth wasn&#039;t a huge dome myself.</p></blockquote></div><p>It wasn&#039;t a giant dome because us champions of truth shot your decided-upon-by-committee ideas down, you blackguard of irrational thought, you [waves Nietzsche statue threateningly].</p><p><img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p></blockquote></div><p>The shield design was based on 2 things really.</p><p>1. Lore.<br />... states that the shield generators and the sensors are both situated in/on the domes. There is no definitive lore to state whether the shield gens are the domes themselves, and the sensors being modules on the domes, or vice versa. With that in mind we went with the dome because it is quite a well known Imperial design, aswell as the following....</p><p>2. BF2142 animations...<br />The carrying of the shield generator had to use default bf2142 animations, since we didnt at the time have either the man power or the time(other things were of a far higher priority) to make new carrying animations. These reasons depicted the size and , to a lesser degree, the shape of the object. <br /> A similar reason arose with concerns to the look of the Squad Beacon. Initially we only wanted to have you carrying a base (a disc) and have the antenna etc animate out of it. Neither carrying animations or the animation of the object itself were included due to the reasons above. Infact the initial design was going to be based on the antenna contraption Han Solo put up when he was with Luke on Hoth. Animation restraints put an end to that.</p><br /><p>As for the look of the PSG, Im sure if they upped the contrast in the alpha of the shield texture youd get the look you are after. In my own opinion I didnt want the shield itself to be very visible since we never saw a shield in the OT.<br />I think the look of the dome itslef could be improved with the addition of an ambient occlusion map.</p>]]></description>
			<author><![CDATA[null@example.com (Bandu)]]></author>
			<pubDate>Sat, 31 May 2008 17:19:13 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107206#p107206</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107205#p107205</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>We took a vote when we made our PSGs whether balls on the tops of the ISDs were radars or shields.&nbsp; We decided to base our design off the movie (and indeed several games) which all depict the giant domes as shield generators.&nbsp; So, when it comes to the FirstStrike universe (*giggle*) those are, in fact, shield generators.</p></blockquote></div><p>You decide facts by committee? How <strong>very</strong> unscientific. Darwin and Einstein roll in their respective graves, and Kent Hovind shits his pants with glee. Next you&#039;ll say the FS maps were Intelligently Designed, as opposed to brought about by natural processes.</p><div class="quotebox"><blockquote><p>Indeed I was half disappointed that the shield gen on Ryloth wasn&#039;t a huge dome myself.</p></blockquote></div><p>It wasn&#039;t a giant dome because us champions of truth shot your decided-upon-by-committee ideas down, you blackguard of irrational thought, you [waves Nietzsche statue threateningly].</p><p><img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 31 May 2008 16:52:05 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107205#p107205</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107080#p107080</link>
			<description><![CDATA[<p>I think the Titans have a big effect similar to when you hit the actual barrier of the forcefields in FS.</p>]]></description>
			<author><![CDATA[null@example.com (MrMonkey)]]></author>
			<pubDate>Fri, 30 May 2008 20:48:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107080#p107080</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107078#p107078</link>
			<description><![CDATA[<p>Does it matter? they both have the same impact effect, but for the record I meant the deployable one.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Fri, 30 May 2008 20:29:39 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107078#p107078</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107047#p107047</link>
			<description><![CDATA[<p>The Titan shields or the little bitty deployable fence thing?</p>]]></description>
			<author><![CDATA[null@example.com (MrMonkey)]]></author>
			<pubDate>Fri, 30 May 2008 16:53:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107047#p107047</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107046#p107046</link>
			<description><![CDATA[<p>By ripple effect I meant the same effect you see when you shoot a shield in vannilla.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Fri, 30 May 2008 16:52:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107046#p107046</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107043#p107043</link>
			<description><![CDATA[<div class="quotebox"><cite>TY2D2 wrote:</cite><blockquote><p>Sorry this isn&#039;t Crysis with the dynamic water effects that can be applied to any surface <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /></p></blockquote></div><p>Dang, I wanted to say that first :-P</p><p>Closest thing that can probly be gotten is having a patern moving across the surface in a very regular method (thicker lines transversing the object).&nbsp; &nbsp;Could probly be applyed to the shield barrier as well, I think its the same effect that the Titans have in 2142.&nbsp; (haven&#039;t played in a while tho so can&#039;t be sure).</p>]]></description>
			<author><![CDATA[null@example.com (MrMonkey)]]></author>
			<pubDate>Fri, 30 May 2008 16:45:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107043#p107043</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107031#p107031</link>
			<description><![CDATA[<p>Sorry this isn&#039;t Crysis with the dynamic water effects that can be applied to any surface <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /></p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Fri, 30 May 2008 14:09:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107031#p107031</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107014#p107014</link>
			<description><![CDATA[<p>Well this is gone off topic, let me elaborate on &quot;crap&quot; To me the shield looks like a bubble thats been sliced in half with some semi transparent cocktail sticks in the middle. The edges just look bad, there should be some sort of wavy effect in the shield and maybe a ripple when it gets shot.</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Fri, 30 May 2008 10:55:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107014#p107014</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=107002#p107002</link>
			<description><![CDATA[<div class="quotebox"><cite>Imperial wrote:</cite><blockquote><div class="quotebox"><cite>Suriander wrote:</cite><blockquote><p>Oh yes, why is there no thermal detonator identical to the one in RotJ?</p></blockquote></div><p>Go find the secret kit <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p><a href="http://img139.imageshack.us/img139/4909/screen165zt6.jpg">http://img139.imageshack.us/img139/4909 … 165zt6.jpg</a></p></blockquote></div><p>Was that during a public game? Why are you way the hell over there?&nbsp; &nbsp;*/hint HINT*</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Fri, 30 May 2008 06:43:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=107002#p107002</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=106999#p106999</link>
			<description><![CDATA[<p>Actually if you look closely the AT-ST spits thermal detonator grenades out of its grenade launcher also.&nbsp; We implimented the AT-ST just after the grenades and I was scrounging for geometries to use for the projectile.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Woodrow)]]></author>
			<pubDate>Fri, 30 May 2008 06:02:18 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=106999#p106999</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=106977#p106977</link>
			<description><![CDATA[<div class="quotebox"><cite>Suriander wrote:</cite><blockquote><p>Oh yes, why is there no thermal detonator identical to the one in RotJ?</p></blockquote></div><p>Go find the secret kit <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p><span class="postimg"><img src="http://img139.imageshack.us/img139/4909/screen165zt6.jpg" alt="http://img139.imageshack.us/img139/4909/screen165zt6.jpg" /></span></p>]]></description>
			<author><![CDATA[null@example.com (Imperial)]]></author>
			<pubDate>Fri, 30 May 2008 04:05:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=106977#p106977</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=106976#p106976</link>
			<description><![CDATA[<p>Maybe the &quot;shield&quot; droid is actually a blaster dissipation droid, in which blaster bolts fired in its direction lose significant damage potential.&nbsp; Of course this would prevent the droid user and allies in the area from doing too much damage, so maybe they would have to put it away or maybe when the blaster leaves the dissipation radius it regains its power (may create a disruption in class balance... err... the force).&nbsp; As for implementing it, I&#039;ve got no idea how, maybe by making the game think the blaster bolt&#039;s range is farther than it really is.</p><p>Of course, this may also effect grenades, which might cause problems.&nbsp; I would think grenades would be the way to counter this droid.&nbsp; Oh yes, why is there no thermal detonator identical to the one in RotJ?</p>]]></description>
			<author><![CDATA[null@example.com (Suriander)]]></author>
			<pubDate>Fri, 30 May 2008 03:25:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=106976#p106976</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=106973#p106973</link>
			<description><![CDATA[<div class="quotebox"><cite>MrMonkey wrote:</cite><blockquote><p>I don&#039;t think there is Any mechanic president for that being able to be done tho.</p><p>Unless....</p><p>Its made into a thing you have to use, like the shields on the repair frigates in space.&nbsp; &nbsp;Or if that could be made to be an automated gun thingy fireing constantly.</p></blockquote></div><p>That reminds me of something one of you guys said in a response post about the little mine carts.&nbsp; It sounded like one of the ideas being tossed around was for that cart to be used as a mobile defense unit having it&#039;s own shield or something.&nbsp; Mabye tweak the cart so it has that user-activated shield?&nbsp; Not sure if that&#039;s possible with ground vehicles though.</p>]]></description>
			<author><![CDATA[null@example.com (Crix Madine)]]></author>
			<pubDate>Fri, 30 May 2008 02:58:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=106973#p106973</guid>
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			<title><![CDATA[Re: The shield]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=106969#p106969</link>
			<description><![CDATA[<p>Personally I like the shield generating droid idea.&nbsp; Kind of like the probe droid but defensive rather than offensive.&nbsp; The only problem is I don&#039;t know any actual droid model in star-wars that does that though other than the droidekas, and I&#039;m sure it&#039;ll be a cold day on Mustafar before any dev would put that in this mod</p><p>But the more control players have in setting up their own bases the happier we are.&nbsp; We&#039;re (or at least I am) a huge fan of deployable equipment like our bacta tanks, generators, weapons, and shields.&nbsp; The shields are a great workaround for this engine&#039;s limitation on not being able to alter the scenery, because it believably works around it in ways we couldn&#039;t do if we actually had to dig holes in the ground or knock down walls.&nbsp; Giving the players the ability to set up their own makeshift defensive positions is a great addition I would love to see expanded and continued; either in FS or in other games.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Woodrow)]]></author>
			<pubDate>Fri, 30 May 2008 02:18:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=106969#p106969</guid>
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