Personal shields?

Started by durann31, December 29, 2014, 01:17:50 PM

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CodyRex123

I really like the shields, While i don't really use them unless am having fights inside my base with my one or two melee fighters, it really helps with making the game even, Though i think combat realism's turrets are pretty damn good at taking out anything, Zombies have no chance, And the Orion company of glittertech has only attacked me once, AND i only lost one colonist to it, the other one had heavy brain damage but some quick thinking and buying a AI chip helped fix that up.
Dragons!

steveuk

Quote from: Coenmcj on March 03, 2015, 10:11:54 PM
Steveuk, Try going into \Mods\Core\Defs\ThingDefs\Apparel_Shield.xml
And tweaking the marketvalue tag really high, and the commonality to 0?
I'm no modder, but XML is supposed to be brilliantly easy to understand, so that'll probably do it.
Thanks for the helpful response Coenmcj. I had already changed the commonality to 0 and await the first raid to see if that works.

Teague: Calling forum members selfish for asking for a game mechanic to be optional will not make you many friends as there are a number of like requests. You are obviously happy with the way the game plays at the moment, good for you. How dare someone try to rock the boat. Is that not in itself, a selfish attitude?

b0rsuk

Quote from: Teague on March 03, 2015, 11:02:55 PM
Why not, include an option where players can select what items even exist in there world? Think the item selection screen from super smash brothers.

Because then you have to balance two games: one with personal shields, and another without. In particular you must ensure nothing important relies on personal shields.

I find them useful for misc roles, for example I had a knife/shield colonist accompany my shooters when breaking a siege which had two mortars. The knife guy was waiting around the corner, and sure enough a pistol guy tried to flank my marksmen. He killed him, then he rescued a fallen colonist from under fire. You can also use shielders to repair gun turrets.

For pure melee, they break pretty quickly under concentrated fire. They are not a hard counter to shooters.

hyperkiller

Quote from: Ramsis on December 29, 2014, 03:13:33 PM
Quote from: Tynan on December 29, 2014, 03:02:04 PM
Well, the idea is to raise the viability of melee weapons.

The basic way the shields work is that you can't shoot in or out. So you'd use one if you were a melee fighter.

They do take damage and lose energy. If they take enough damage they'll pop and take a while to reset. You can also still be shot by people who are in adjacent cells (melee range).

Eh.... I mean I know why you're adding it but at the same time.... I don't ever use melee for the simple fact that it's pointless nine times out of ten. You don't send a melee fighter against most shooters, if any group is bunched up a melee specialist is going to be obliterated in a moments notice, and should a melee fighter get hit with fire what happens?

Idk just seems a bit odd to add. Now if you make it an item that ANYONE can equip, or make it kind of like a spare life item for people who take violent shots then I might understand a bit.

I tend to use melee for hunting, prevents each other from shooting themselves.