15 (edited by FSDev| Woodrow 2008-05-29 22:24:45)

Re: The shield

Personally I like the shield generating droid idea.  Kind of like the probe droid but defensive rather than offensive.  The only problem is I don't know any actual droid model in star-wars that does that though other than the droidekas, and I'm sure it'll be a cold day on Mustafar before any dev would put that in this mod

But the more control players have in setting up their own bases the happier we are.  We're (or at least I am) a huge fan of deployable equipment like our bacta tanks, generators, weapons, and shields.  The shields are a great workaround for this engine's limitation on not being able to alter the scenery, because it believably works around it in ways we couldn't do if we actually had to dig holes in the ground or knock down walls.  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.

Fear the Woodzilla

http://i7.photobucket.com/albums/y283/Tortel/Woodrow-1.jpg

Re: The shield

MrMonkey wrote:

I don't think there is Any mechanic president for that being able to be done tho.

Unless....

Its made into a thing you have to use, like the shields on the repair frigates in space.   Or if that could be made to be an automated gun thingy fireing constantly.

That reminds me of something one of you guys said in a response post about the little mine carts.  It sounded like one of the ideas being tossed around was for that cart to be used as a mobile defense unit having it's own shield or something.  Mabye tweak the cart so it has that user-activated shield?  Not sure if that's possible with ground vehicles though.

17 (edited by Suriander 2008-05-29 23:35:31)

Re: The shield

Maybe the "shield" droid is actually a blaster dissipation droid, in which blaster bolts fired in its direction lose significant damage potential.  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).  As for implementing it, I've got no idea how, maybe by making the game think the blaster bolt's range is farther than it really is.

Of course, this may also effect grenades, which might cause problems.  I would think grenades would be the way to counter this droid.  Oh yes, why is there no thermal detonator identical to the one in RotJ?

http://i47.tinypic.com/10xskg8.jpg

Re: The shield

Suriander wrote:

Oh yes, why is there no thermal detonator identical to the one in RotJ?

Go find the secret kit wink

http://img139.imageshack.us/img139/4909/screen165zt6.jpg

http://www.dsgaming.net/imperial/fssig.jpg
http://miniprofile.xfire.com/bg/co/type/2/dsimperial.png
http://stats.fsmod.com/sig/trooper.Imperial.png

Re: The shield

Actually if you look closely the AT-ST spits thermal detonator grenades out of its grenade launcher also.  We implimented the AT-ST just after the grenades and I was scrounging for geometries to use for the projectile.

Fear the Woodzilla

http://i7.photobucket.com/albums/y283/Tortel/Woodrow-1.jpg

Re: The shield

Imperial wrote:
Suriander wrote:

Oh yes, why is there no thermal detonator identical to the one in RotJ?

Go find the secret kit wink

http://img139.imageshack.us/img139/4909 … 165zt6.jpg

Was that during a public game? Why are you way the hell over there?   */hint HINT*

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: The shield

Well this is gone off topic, let me elaborate on "crap" 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.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan