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Armor Thread

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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Thu Feb 03, 2011 8:01 am

Armor Thread

So to clarify, Armor...
Cuts damage in half
Decreases top speed (edit: apparently this isn't actually a property)
Decreases Acceleration
Makes stops "slide"
Costs no energy

The last two are kind of how icy surfaces work in the Mario games. Do I have these effects right? Can we get exact values on how the module works? I appreciate how avoiding the forums got around a development hell of discussion, but it's funny that the idea never came up here.
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raptor

Posts: 1046

Joined: Mon Oct 11, 2010 9:03 pm

Post Thu Feb 03, 2011 9:47 am

Re: Armor Thread

Right now as it stands:

- acceleration is at 35% of normal
- top speed isn't reduced (if i'm reading the code correctly)
- you take 50% of damage
- momentum carries through when moving (the ice effect;) this is because the same acceleration penalty is applied when decelerating.
- is hidden when cloaked

Edit: 100 posts!
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Thu Feb 03, 2011 12:07 pm

Re: Armor Thread

Useful info - first post updated.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sat Feb 12, 2011 10:27 am

Re: Armor Thread

After 3B3, I think I feel like Armor is a good addition, I just hate using it myself.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Sat Feb 12, 2011 11:15 am

Re: Armor Thread

I agree with both sentiments. Here are some modifications that have occurred to me that might make armor even better:

Currently, armor cuts damage in half, and exacts a movement penalty, simulating the extra mass that armor comes with.

  • Make each "panel" able to sustain a certain amount of damage (say, 3 or 5 hits) at 80-100% damage absorption before becoming ineffective. Armor might (or might not) be rechargable or healable in some manner (perhaps by sitting on a loadout zone or getting a health pack)
  • Remove movement penalty
  • Exchange movement penalty for a reduction in range of shots penalty
  • Exchange movement penalty for reduced energy capacity
  • ===Your idea here===
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Cracatoa

User avatar

Posts: 292

Joined: Sun Apr 18, 2010 2:39 pm

Location: In your attic

Post Sat Feb 12, 2011 11:38 am

Re: Armor Thread

watusimoto wrote:
Make each "panel" able to sustain a certain amount of damage (say, 3 or 5 hits) at 80-100% damage absorption before becoming ineffective. Armor might (or might not) be rechargable or healable in some manner (perhaps by sitting on a loadout zone or getting a health pack)


Maybe the panel could change color depending on whether it is still "charged" or not?

Oh, and I support the idea of sitting on a loadout zone to recharge armor.
The bottom statement is false.
The top statement is true.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Sat Feb 12, 2011 3:12 pm

Re: Armor Thread

Maybe the panel could change color depending on whether it is still "charged" or not?


Of course!
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Sat Feb 12, 2011 3:38 pm

Re: Armor Thread

I think my feelings of weirdness over armor stem from the fact that it's the first and only loadout item that is passive and without energy cost. What if it reduced energy capacity to whatever amount is required to engineer an item?

As a rule, reducing energy capacity seems like a fair trade off for equipping any weapon or module that's passive/always on.
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watusimoto

Site Admin

Posts: 1558

Joined: Tue Feb 23, 2010 7:07 pm

Location: Quartz's mom's house

Post Sat Feb 12, 2011 10:10 pm

Re: Armor Thread

What if it reduced energy capacity to whatever amount is required to engineer an item


Added to the list of options in my original post.
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karamazovapy

Posts: 1567

Joined: Tue Feb 23, 2010 7:52 pm

Post Tue Feb 07, 2012 11:26 am

Re: Armor Thread

Armor seems pretty okay as it is. Tweaks may be made, but there haven't been significant issues.

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