Statistics: Posted by -_V_- — 23 Apr 2012, 13:50
Statistics: Posted by Yaotzin — 23 Apr 2012, 13:43
Statistics: Posted by -_V_- — 23 Apr 2012, 10:56
Statistics: Posted by Kryo — 23 Apr 2012, 09:10
Statistics: Posted by -_V_- — 23 Apr 2012, 07:15
FunkOff wrote:We could also try the shield-interference script I wrote... that causes shield recharge time to increase based upon how many other shield generators it was covering. 1 Shield would not have any difference by itself, but a shield covering 6 other shields would experience a 5 x 20% = 100% recharge time penalty.
Statistics: Posted by Kryo — 22 Apr 2012, 13:43
Statistics: Posted by noobymcnoobcake — 22 Apr 2012, 07:29
Kryo wrote:i made a post earlier, but it didnt show up?
what I wrote:
Reduce shield hp and cost by the same factor.
=> same hp per cost ratio
=> but also same build space needed => less shield hp per area, but same shield hp per ressources spent.
Statistics: Posted by Kryo — 21 Apr 2012, 17:53
Statistics: Posted by Jace — 21 Apr 2012, 16:29
Statistics: Posted by Kryo — 21 Apr 2012, 16:25
Statistics: Posted by Pavese — 21 Apr 2012, 16:13
Statistics: Posted by Jace — 21 Apr 2012, 15:25