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someone is up for a little alpha testing ?


betto212

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im doing a small mod , a force shield .... give a try if have any sugestion or construtive comment go ahead.

 

the shield have two counter one is the battery that you charge with EC

the other is the acumulator that charge from battery

the shield use energy that are on the acumulator

battery max energy : 10000

acumulator max energy 1000

 

 

you can see both if add the hud is explained in install-uninstall-interface.txt

 

if in normal mode the acumulator take 25 energy from the battery per second

if in turbo mode ( M button default) it recharge 100 but take 400 from the battery

the shield update your DR to 0

each EC give 1000 of energy

in default shield waste 4 of energy for each hp loose

 

updated version

Edited by betto212
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To keep my comments in perspective, I will point out that I use FWE and MMM.

 

 

I tried it out, and it's pretty darned powerful. It takes a real long time for the shield to actually drop. I was walking over mines and getting shot by a lot of raiders for several minutes before the shield dropped. After that it only took a few seconds for them to slaughter me. As it is now, the only way it really changes the game is that I basically have tons more hit points, which isn't particularly interesting. This was also at the level 1 version, I never bothered upgrading. I managed to get the shield to "energy to recharge 10,000".

 

I'm also a bit confused as to how the shield actually works. Does it recharge on it's own, or only when you use energy cells in the menu? At one point it seemed like it was recharging on it's own... then it wouldn't recharge at all until I stuck energy cells in it. A bit of an explenation of the numbers involved would help me to gauge its performance.

 

 

My suggestion would be to make the amount of the shield smaller, so it can take a few hits, maybe capped at an amount equivelant to 1 missile hit ( with different versions for vanilla and fwe ), and have a timer start after the last time the shield takes damage with the shield recharging rapidly after the timer runs out. So basically, you take hits... then after a few seconds if you don't take any hits, the shield rapidly recharges to full ( basically, how shields function in Halo; it's a system that promotes tactical gameplay ).

 

 

The menu system is a bit cumbersome, though I suspect it's only that way because the mod is early in development. Adding a HUD element that shows the level of the shield would be helpful; having the shield suddenly run out without warning is quite a surprise, and it's annoying to have to go to the pip-boy to check where it's at.

 

I like that it uses up energy cells, though having to go into the pip-boy to recharge it is a pain. Maybe create a container in the misc section that you can drop energy cells into that the shield will automatically use as it needs them? Similar to what the Pipboy Integrated Medical Package does

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To keep my comments in perspective, I will point out that I use FWE and MMM.

 

 

I tried it out, and it's pretty darned powerful. It takes a real long time for the shield to actually drop. I was walking over mines and getting shot by a lot of raiders for several minutes before the shield dropped. After that it only took a few seconds for them to slaughter me. As it is now, the only way it really changes the game is that I basically have tons more hit points, which isn't particularly interesting. This was also at the level 1 version, I never bothered upgrading. I managed to get the shield to "energy to recharge 10,000".

 

I'm also a bit confused as to how the shield actually works. Does it recharge on it's own, or only when you use energy cells in the menu? At one point it seemed like it was recharging on it's own... then it wouldn't recharge at all until I stuck energy cells in it. A bit of an explenation of the numbers involved would help me to gauge its performance.

 

 

My suggestion would be to make the amount of the shield smaller, so it can take a few hits, maybe capped at an amount equivelant to 1 missile hit ( with different versions for vanilla and fwe ), and have a timer start after the last time the shield takes damage with the shield recharging rapidly after the timer runs out. So basically, you take hits... then after a few seconds if you don't take any hits, the shield rapidly recharges to full ( basically, how shields function in Halo; it's a system that promotes tactical gameplay ).

 

 

The menu system is a bit cumbersome, though I suspect it's only that way because the mod is early in development. Adding a HUD element that shows the level of the shield would be helpful; having the shield suddenly run out without warning is quite a surprise, and it's annoying to have to go to the pip-boy to check where it's at.

 

I like that it uses up energy cells, though having to go into the pip-boy to recharge it is a pain. Maybe create a container in the misc section that you can drop energy cells into that the shield will automatically use as it needs them? Similar to what the Pipboy Integrated Medical Package does

 

which damage mult you use on fwe? 1x 2x 3x

which base hp

i recommned try with low base hp and high dmg mult

maybe i will look on the pipboy IMP

i updated with a timer that add a delay when get hit

 

Edited by betto212
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