Entity Posted October 9, 2018 Share Posted October 9, 2018 It would be nice to know when a shield is full or depleted, much like batteries/tanks. Then you can make shield management logic, or do fancy stuff like moving your now exposed side out away from the pain etc 2 Link to comment Share on other sites More sharing options...
0 Zlobisak Posted October 29, 2018 Share Posted October 29, 2018 When a shield is down it outputs a given key/tag. 1 Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 29, 2018 Share Posted October 29, 2018 Hear, hear! Link to comment Share on other sites More sharing options...
0 unmog Posted October 31, 2018 Share Posted October 31, 2018 It at least would be nice in having when a shield goes down, to turn on a nearby shield to pick up the slack until it can turn back on. But we'd need a "Shield Up" event as well~ hmm, but I could see it being very useful in helping with their absurd energy requirements since they dont allย have to be on at once all at the same time. *nodnod* Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 31, 2018 Share Posted October 31, 2018 The shield is up when the shield button is pressed and the โshield downโ is not true. Link to comment Share on other sites More sharing options...
0 unmog Posted October 31, 2018 Share Posted October 31, 2018 18 minutes ago, ManTheMister said: The shield is up when the shield button is pressed and the โshield downโ is not true. No I mean when the shield gets recharged and pops back up. You can make a logic to easily keep the shield up button without holding it yourself, and if it has taken enough damage the shield wont turn back on. Im speaking specifically of an event mirroring the "shield went down" suggestion to go along with "shield has recharged and went back up" event. Either that or shields should be changed to not require much energy unless it's taking hits, and the more hits it takes the more energy it drains, and it doesnt go down until you run out of energy. Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 31, 2018 Share Posted October 31, 2018 What I meant was that whenever the shield button or key is pressed and the shield is not down, then the shield is up. (I suppose that it does take twoย logic gates, so aย shield up event wouldnโt be that bad of a thing) 1 Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 31, 2018 Share Posted October 31, 2018 You can push the shield-up button, AND have a shield go down under damage. Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 31, 2018 Share Posted October 31, 2018 I know. Thatโs why you need twoย logic gates instead of noneย to detect wether or not the shield is downย (aย not gate and an and gate). Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 31, 2018 Share Posted October 31, 2018 Oh. I thought you were trying to suggest a workaround in the current game,ย ย not a modification to this suggestion.ย Ignore everything I said.ย Link to comment Share on other sites More sharing options...
0 Entity Posted October 31, 2018 Author Share Posted October 31, 2018 really? I posted a more detailed feature request ages ago and this post somehow gets 7 votes? ย Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 31, 2018 Share Posted October 31, 2018 Initial visibility and time of posting along with a lot of chance circumstance contributes to whether a suggestion grabs alot of attention; unfortunately, such is the nature of social media. I'll merge it in later.ย Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 31, 2018 Share Posted October 31, 2018 43 minutes ago, Entity said: really? I posted a more detailed feature request ages ago and this post somehow gets 7 votes? ย If it was ages ago then it was probably before steam early access, when less people used the forums. Link to comment Share on other sites More sharing options...
0 Entity Posted October 31, 2018 Author Share Posted October 31, 2018 1 minute ago, ManTheMister said: If it was ages ago then it was probably before steam early access, when less people used the forums. I didn't get the game until it got released on steam, so no that is not it Link to comment Share on other sites More sharing options...
0 unmog Posted October 31, 2018 Share Posted October 31, 2018 5 hours ago, Entity said: really? I posted a more detailed feature request ages ago and this post somehow gets 7 votes? ย Sorry Im new, but also active! I didnt see yours before, only read the newer posts on the forum, theres a lot of posts and cant be expected to read them all right? Or maybe Im lazy~ Link to comment Share on other sites More sharing options...
0 Lurkily Posted November 1, 2018 Share Posted November 1, 2018 Entity, I merged yours into this topic to preserve the 7 votes.ย Hence why the links to yours no longer work.ย Your post - perhaps because it's the oldest? - replaced the topic here, though.ย I'm not really entirely sure why - merging acts a little funny around here. 1 Link to comment Share on other sites More sharing options...
0 Entity Posted November 1, 2018 Author Share Posted November 1, 2018 1 hour ago, unmog said: Sorry Im new, but also active! I didnt see yours before, only read the newer posts on the forum, theres a lot of posts and cant be expected to read them all right? Or maybe Im lazy~ Heh don't worry man. I was just a bit surprised about the number of votes on this when I didn't even get a response on my thread Link to comment Share on other sites More sharing options...
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Entity
It would be nice to know when a shield is full or depleted, much like batteries/tanks.
Then you can make shield management logic, or do fancy stuff like moving your now exposed side out away from the pain etc
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