Hi, Im trying to understand shields: it seems that when u turn the shield on, it starts to gather energy. There is a number raising, which I suppose is the...
... Don't try too hard. The current shields are not well designed and not much fun. ... It's the amount of energy stored in the shield. The higher it is (per...
I have to say I give up on shields. I thought I have an idea that would work but I was foiled again. I thought friendly syphons work through shields....
== ... == ... == The shields, as it seems to be the initial idea, doesnt look very different from armor+repair, does it? At least seems possible to emulate it...
Well.. Im rather worried about mass > 20 damage ratio.. We have now bad curve where lower mass, you are less dangerous, near 20.0 you are optimal.. more than...
Unknown
borg@...
Jan 27, 2008 7:11 pm
773
... I agree with that (dont know about the linear though).. yet it is kind of common sense that bigger things are easier to hit/take more damage.. more area to...
... It's not about the amount of energy and time, but about how many cells you split it into. It's easy to change the size of cells, but it's not very...
... thats more interesting indeed.. ... makes sense. ... It would have to be based on the standard mass and emulate the effect of having many std cells. Maybe...
... LOL.. by the way, my last message got ignored :( should I insist? :) just wondering if armor+repair isnt the same as shield.. if so, this is a pretty good ...
Yes, shields is basically like more armor and repair. Actually it multiplies your armor and repair by using energy. I guess it allows you to do three things:...
You wrote a lot of cool stuff... I like it It makes programming more cool. Im actualy beat both Segragated and Move-Zig.. but only when im close to that 20...
Unknown
borg@...
Jan 28, 2008 5:49 pm
780
http://tinyurl.com/3ydjmh - an artical in a UK newspaper on how starlings naviaget in swarms to avoid predators changing "coordinate swarms of robots" to...
... Agreed :) ... Nope, doesnt make sense.. At least not in my simulations. After removing that artifical damage: //if ( mass > kStandardMass ) multiplier +=...
Unknown
borg@...
Jan 31, 2008 6:33 pm
782
... Both arguments make sense, what I meant was that maybe the bonus was too high(agreeing with both, but more with you to reduce the penalty for bigness). Now...
... Thats exactly the idea I was thinking about for some time, multicelular organisms.. ... cant we do that already?(not exactly give birth out there, but...
... Maybe, but it's hard enough that it's not abused. ... Grenades go over anything, yes. Except walls - they detonate when they hit a wall, but this hardly...
... These shield ideas are good, and might make fun games, but they're missing something important: a model of how they're balanced. I made the same mistake...
... All of the big types are old and primitive, and there have been other rule changes more recently, so it's not surprising they do worse. If you enlarge a...
... Yeah. The extra-damage penalty is ugly. There are other ways to discourage large cells. For example, a stunner weapon (that stuns cells for a time not...
... Hehe, true.. But SegE and Zig was designed to use smaller cells to distribute energy. I doubt they will peform better when enlarged: 1) they will need a...
Unknown
borg@...
Feb 1, 2008 9:15 am
789
I guess I don't know my game theory well enough. I can't quite figure out when it is best for both sides not to fight each other (other than hordes). Do you...
... I think we can only reliable balance stuff if we play alot, till it get obvious the problems.. (I see your point now =])so i agree we shouldnt change much...
/****************** A better way to create noncombatants is not to make them hard to kill, but to make other sides not want to kill them. We can do that...
... Well, wars are very costly endeavors, unless you are much better than the other side (or if you are the elite class of yours :) or both) you wont profit...
An idea just pop up. Instead of artifical damage, cooling cost can be used. It increases mass and also uses energy by modifing all energy excees (weapons,...
Unknown
borg@...
Feb 2, 2008 11:20 am
794
... I don't understand what you mean about distributed sides being more effective. In combat this is definitely *not* true - concentrated force is much better...
... I'd rather not complicate energy expenditure; it makes it hard to predict how much things cost. But also this doesn't balance The point of the cooling...
... I don't mean that sides wouldn't defend themselves when attacked - but they could reasonably avoid shooting first. Fighting is expensive (you lose cells)...
... You mean right now? or before you weakened it? If it is right now, i think i have some uses for them.. Actually, I think they would be too strong for...