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Shield belts #11821
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Shield belts #11821
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This makes it sound like it still blocks disabler beams, it just doesn't reduce the shield health. Is that right? |
Yes, like all shields disablers and 0-damage projectiles will not damage the shield |
Seems like a really cool item (or subtype of) for Ninjas to spawn with, given the discussion about their issues with security ranged weapons. I think having something like this would be even better for them overall than the armor adjustments, since it lets them focus less on trying to break into medbay for supplies. |
I do wonder how people will choose to abuse it. Security could roll with the classic teleshield + secway + baton + new shield belt, antagonists could run with with it sixteen other ways themselves. Basically a boss battle with three health bars. |
The health value of the shield can always be adjusted later if it ends up being too strong |
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Stamina projectiles damage the shield, this is a bug with cult shields too
Interesting, I wonder why |
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I think this needs more work.
The idea is solid, but theres no audio feedback when your attack is blocked by a shield (consuming a charge or otherwise). There should be a sound/visual cue when projectiles are deflected. EDIT: It just wasnt working for self-inflicted shots it seems?
Additionally, the visual effect surrounding the player doesn't look like a typical shield and more like the effect from holiness/ratvar cultists. The color change I do not think is adequate to show what level its at due the subtlety of it.
Pairing these together, I think the Player Experience is kinda diminished.
I would suggest adding both audio for the various interactions with the shield, as well as maybe the shield "flaring up" across and having a more pronounced visual effect when hit, rather than a continuous subtle one.
I have to disagree with a few of the points on player experience being diminished:
I didn't seem to notice any obvious UX issues when the testmerge was applied, though it would need more time to uncover anything. |
can you show what the shield looks like when worn by someone with a holy aura or a clock cultist? |
About The Pull Request
Implements shield belts, a researchable wearable item that gives the user an energy shield.
Counters:
Note that it also blocks thrown items due to the nature of projectile blocking on shields.
Why It's Good For The Game
Adds a new item that gives both some utility to the crew, and heavy benefits towards mid-game antagonists that don't have projectile weapons. Adds a more interesting way to buff melee against the overwhelmingly powerful projectile based meta, while considering how to not make them too powerful while in the hands of crew/security.
I chose the science protolathe for manufactoring because security is far too though on who they give out their gear, and its more science than security. I chose not to also include it in the sec protolathe so that security explicitly have to ask for scientists to print it by going down there.
I chose to make it use the belt slot (and only the belt slot) since other than the backpack it is the only high-value storage slot where the player stores important items. You have to choose between the extra storage of a belt, an extra slot for a weapon or the shield belt.
I chose to make it completely block 0-damage weapons, since those are typically held by members of the crew, and I want this to be good for the crew but more powerful in the hands of anti-crew. I also dislike the use of stuns when someone is prepared to engage in real life or death combat.
Testing Photographs and Procedure
Shield effect, includes a pulsing animation shown in the video below
2024-11-01.22-24-09.mp4
Note that I encountered a bug with shield belt recharging instantly after EMP'd. This has been corrected to take 20 seconds post-EMP to start recharging again.
Changelog
🆑
add: Adds the shield belt, a researchable anti-projectile shield that blocks outgoing and incoming projectiles.
balance: Weaponry and advanced weaponry research nodes now cost 5000 instead of 10000.
/:cl: