Closed mrzzzrm closed 10 years ago
Just a few thoughts here, I think a timely offset between the last hit and the recharging would be a nice feature (I can't think of a game where the shield instantly recharges: halo, borderlands, freelancer...) The max hp is at 20000 the recharge rate at 300, are there any reasons not to use 200 and 3? I don't really like extra zeros that don't give any more information. There was something else bothering me, but I can't think of it...
in the maxrange branch I added a ComponentsInfo class that gives quick access to component related information like maxFireingRange, maxFly/TurningSpeed to be used mostly by the ai-tasks to control the behavior. ShieldInfo could also go into this class, it could make the ai backoff until shield are recharged before attacking again. What do you think? #581
Regarding wait after hitting until start recharging: I don't mind shields being constantly recharging (see: X). I don't think the user will notice it that muich, but this is a gameplaydetail we could discuss apart from this PR.
Regarding WorldObjectComponentsInfo, yes, gladly. Once the infrastructure is in the master ;) until then it can stay in worldobjectinfo, imo.
Regarding 20000 vs 200: Until a proper unit model for this is found I would rather use the values used for computation in the config as well. After #602, it will be Joule in this case.
:shipit:
please remove the old iostream includes
also cassert and possibly algorithm (see next comment)
What was the idea behind having more than one shieldslot?
It's a bit of a gamedesign decision whether there should be one slot or many. Until we decided on this, I don't think it matters. It allows for more flexible gameplaydesign though, imo. Weaker enemies in the same ship get one shield and stronger two instead of having to model 2 different shields...
Someone got any objections left?
remove comment and file (or create issue), then :ship:
Finally something to look at here. Adds shields on a very basic stage protecting the voxelclusters from damage without visual effect. Also, shows the status of the shield on the HUD.