Tuesday, April 17, 2012

[REQ] Opaque Shields

Not sure if this has been tried or not. An alternate operating mode would turn the shield dome opaque, probably at the cost of increased energy usage. Radar would still track units under the shields. If used in combination with stealth, it would be similar to cloaking. Of course omni will still give a radar blip.
Not sure if this is even possible with the way shields are implemented in the game engine.
I guess there would be some details to figure out. Ex. Would it be opaque to both the enemy and the user? Could you zoom under it? Anyway, just an idea I had.
Image|||It's quite possible to make an opaque shield shader, but you could still zoom in and see what's on the inside just fine. It'd also have no effect against the AI.
Even if you combined it with a cloakfield, it would still be possible to see which structures were underneath at the time the cloak/shroud went online by zooming in, because the game's intel system 'remembers' any structure once seen, until it's confirmed destroyed.|||Isn't there a way to trick the engine into thinking the structure is destroyed? Like maybe having it kill the structure and then rebuild it within a second?|||Yes, but again due to how the intel system works, the 'dead' structure will still be visible in the FoW (while the opaque shield won't be visible at all) until you get line of sight on that spot again. Then, destroyed or not, the structure should visually disappear.
So this could half-work, but FoW will still provide a good deal of information and nullify the opaque shield effect (same as zooming inside the shield).|||Maybe you could give it radar jamming. So even if the shield goes down, as soon as it is back up the intel system will lose track of the "real" units. Maybe you would need to trick the intel system by making it act as cloak inside the shield.|||electro2|||Well, it would obviously be much more useful for mobile shields.|||electro2

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