2010-02-01, 00:53:51
Saiyuki Wrote:well, okey, let's pick up some real examples.
shield/reflect for 1000damage, shield regrows +50/sec >>> +12.500 Gold
shield/reflect for 1500damage, shield regrows +75/sec >>> +20.000 Gold
shield/reflect for 2000damage, shield regrows +100/sec >>> +35.000 Gold
the shield should at least cost more than the weapon that would deal the damage, so that the shield itself would not outrun the weapons on the long way.
Do I get this right; it has 2k dps potantial at lvl3, absorb up to 2k damage and regrows 100 absorb cap per second? It is up to an 2000dps weapon a steel hull and auto-repair.. Might be ok with damage cap. Gotta reconsider 2k part though..
:? Otherway, 120% damage return without a damage cap, it is practically 120% firepower of enemy weapons, with other words; you have a weapon 120% cost of enemy total weapons.. if enemy has 60k gold cost of weapons, this item is worth 72k... If you are fighting 2x 60k cost enemies at once, you have a firepower of worth 144k...
But there are several problems with this. This will include ability damages too. Because damage source will not be differed.
There must be either a range limitation or it must directly damage the source of damage (not random unit in range) othervise it might lag the game.
There must be an indicator for shield points like cp-capture bar. This might slow the game down too.
:wink: Btw: http://btanks.net/forum/viewtopic.php?f=...=reflector
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