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Posted (edited)

What if there were "buff" mounts/addons/emitters

that gave, for example, a +1 recharge boost in a radius

 

 

One idea for implementation could be to modify the field item to recharge nrg instead of draining it.

 

 

/**okay, not the best thought out idea and probably impossible to implement. Nonetheless, I wanted to write it down

Edited by adi
Posted
I have for a long time pondered about making Support Fields that did something like this, but it would be hard to implement the exact behavior of inside = boost, outside = lose boost, correctly.
Posted
Would it be possible to grant shields or +1 energy in the fields, but outside the fields degrant whatever was granted in the field? Well not possible, but more feasibly easier
Posted

Would it be possible to grant shields or +1 energy in the fields, but outside the fields degrant whatever was granted in the field? Well not possible, but more feasibly easier

Even if it was feasible to accurately implement the detection and prizing, players could abuse it by straddling the edge, maintaining 90+% shields for the duration of the field. For a support "field" of this nature, why not just have a single-use item that simply gives shields to everyone/allies around you? Of course the shield time would have to be about 10 or so seconds tops, and/or have some other penalty, like de-prizing all rockets or prizing engine shutdown, to prevent it from being massively overpowered, but it's a much easier implementation imo.

Posted

The server only controls greens that come after death. The other ones are completely client side. It would be technically possible to repeatedly kill a fake player in the field, but that has other complications associated with it, such as the fact that the death packet does not include position. That puts a limit on how quickly the greens can be distributed in the field.

 

That said, there really isn't any benefit to a green dropper. Any effect available in a green is available as part of a *prize packet. Shields and super, however, aren't terribly useful effects for a field. Super has a random duration (one that includes 0 time), and shields are similarly hard to manipulate into a useful effect. The other prizes, such as thrust, have to be deprized afterward, which is really the crux of the issue.

 

It's pretty straightforward to debuff with engine shutdown, but that's not the topic of this thread.

Posted

Is Hyperspace code already a stress on the server?

Integrating something like this sounds difficult to both create and to integrate without removing from the code as it stands.

 

Would be really cool if the server could take something like that but it's already crashing before a day is done...

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