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 PostPosted: 08 Sep, 2009 
 
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*** Warning this is a BETA modification and can be used with 4th Dimension 2.01 only ***

Ok now that i have that disclamer out of the way time to explain what this mod does...

Description
"Unit Phasing" Allows a unit so enhanced to shift it's molecules around into extra spatial dimensions becoming translucent and semi-ethereal, almost completely non corporeal.

The advantage to this is that a unit so enhanced can avoid a percentage direct fire weapons by allowing them to pass thru it harmlessly! While protected from directfire projectiles, a Phased unit is still very vunerable from laser weapons, damage over time weapons, and projectile with signifigant splash damage.

T1 Units: 33% phasing, 33 energy cost

T2 Units: 50% phasing, 50 energy cost

T3 Units: 75% phasing, 75 energy cost

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Installation Install it the same way your other 4th Dimension files are installed.

Notes This is a Beta mod it isn't an offical 4th-D release yet and Optimus has nothing to do with it directly. (He has given concent for me to release a Beta thought) As such, please do NOT post about this mod within the regular 4th-D thread. All bugs and balance issues should be posted here.

RTS Download link http://www.rtscommunity.com/mw/modifica ... 21&game=43

FileFront Download Link http://supremecommander.filefront.com/f ... eta;103843

Resin_Smoker

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Last edited by Resin_Smoker on 09 Sep, 2009, edited 8 times in total.

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 PostPosted: 08 Sep, 2009 
 
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 PostPosted: 08 Sep, 2009 
 
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 PostPosted: 08 Sep, 2009 
 
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Interesting mod Resin but how does being phased effect the units attacks vs nonphased units?

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 PostPosted: 08 Sep, 2009 
 
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Sounds really cool Resin, Im looking forward to trying it!

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 PostPosted: 08 Sep, 2009 
 
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Sounds interesting.
Hope it is halfway balanced somehow :P

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 PostPosted: 08 Sep, 2009 
 
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Kenquinn wrote:
Interesting mod Resin but how does being phased effect the units attacks vs nonphased units?


The attacks are unchanged as are all physical stats... Part of why this is a Beta release and not intergrated into 4th-D is so we can explore any possible balence issues and fix any possible gripes.

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 PostPosted: 08 Sep, 2009 
 

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Could you provide a list of the current energy costs for the phasing for each unit?


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 PostPosted: 08 Sep, 2009 
 
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Roi Danton wrote:
Could you provide a list of the current energy costs for the phasing for each unit?


I've updated the first post to reflect this...

Also i have been thinking of adding the following:

- A life draining effect while the Phase is active, slowly removing that units hitpoints so long as the effect in online. In a nuttshell, this could be explained by the fact that the phase isn't stable and keeping the phase active over a long duration would result in the death of the unit.

- Movement reduction as it would make sence that a unit would find it harder to move while a good portion of it's mass was displaced.

- Damage reduction of weapons, because the projectiles have to come back into normal space to impact a target.

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 PostPosted: 08 Sep, 2009 
 
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I've managed to upload the file to RTS... see the first part of this thread for details.

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 PostPosted: 09 Sep, 2009 
 

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You can put a damage debuff while in "ghost form" to balance the phasing bonus.


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 PostPosted: 09 Sep, 2009 
 

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Thanks for adding the list. I suggest using a scale like 5^tech level, e.g. t1/t2/t3 => -5/-25/-125 (-33 is way too much for t1, nobody would use phasing then). This calc doesn't fit for t4 (-625 won't be enough).

I won't touch the hitpoints since the phase is there to save hitpoints and an attached life draining would make no sense (for gameplay). Lowering the units damage would fit better IMHO.


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 PostPosted: 09 Sep, 2009 
 

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Very interesting concept, but I think it would be easier to balance if the phasing ability was only found on certain units rather than across the board. This is like adding a unique ability like personal stealth to every Cybran unit. It's doable, but a nightmare to balance.

I like fresh ideas like this, keep 'em coming.


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 PostPosted: 09 Sep, 2009 
 
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Like i said before... this is a beta. The idea being to try it out ona few unit types before landing on a unit that it best fits.

Anyhow this working for everyone so far ?

Resin

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Esch1lus wrote:
You can put a damage debuff while in "ghost form" to balance the phasing bonus.


Yes this would be pretty easy to do but at what point would it no long be advantagious to use the phasing ?

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 PostPosted: 09 Sep, 2009 
 
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Resin_Smoker wrote:
Esch1lus wrote:
You can put a damage debuff while in "ghost form" to balance the phasing bonus.


Yes this would be pretty easy to do but at what point would it no long be advantagious to use the phasing ?

Resin


that would make it a more defensive ability

you may activate it when your ground units are under attack from air, or when retreating or similar...
and also when you just wanna raid and run past defences and shoot at the juicy stuff behind them

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 PostPosted: 09 Sep, 2009 
 
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I had originally though that this could be used as an alternative to shields but having this as a defensive only measure is possible as well.

As i get more feed back from players, i'll take a deeper look and see which would be best.

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 PostPosted: 09 Sep, 2009 
 

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Neat idea.

I don't care much for the random chance aspect though.

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 PostPosted: 09 Sep, 2009 
 
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CerusVI wrote:
Neat idea.

I don't care much for the random chance aspect though.


Do you have a better idea on how to handle it?

Resin

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 PostPosted: 09 Sep, 2009 
 

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Suggestion 1: X%(Y%)(Z%) reduction in projectile damage.

Suggestion 2a: First projectile always passes through, next X(Y)(Z) seconds all projectiles pass through, effect disabled. Refresh after X(Y)(Z) seconds.

Suggestion 2b: First Projectile hits, then as in Suggestion 2a.

Suggestion 3: Every X(Y)(Z) projectile passes through.


My primary quibble with a random chance for this specific kind of thing is when you're dealing with something that has a slow refire rate, and doesn't have enough time to work the average. If that's an intentional mechanic, that's fine. I just don't personally like it.

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 PostPosted: 10 Sep, 2009 
 

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Quote:
Yes this would be pretty easy to do but at what point would it no long be advantagious to use the phasing ?


While being attacked by stealth units, bombing units or whatever is not directly attackable. Also while defending, considering it lets you to resist longer while using pds and tmls to shutdown enemy zeal.

You can use Phasing Bonus just for 3-4 units and not more (or you can build a brand-new unit with an area effect like the shield generator).


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 PostPosted: 10 Sep, 2009 
 

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The phasing ability would be excellent for something like a scout so it has a better chance of surviving a flyover. I'm sure there are many other units this would work well on.


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 PostPosted: 10 Sep, 2009 
 
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SXO wrote:
The phasing ability would be excellent for something like a scout so it has a better chance of surviving a flyover. I'm sure there are many other units this would work well on.


oh good point SXO, Resin maybe you should look into giving the Aeon scouts a say...maybe 30%-50% phasing ability. also this would work nice on some sort of light raider unit.

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 PostPosted: 10 Sep, 2009 
 
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Ahh.... good point. Would work well for a non-offesive unit.

Any ideas on how to handle an offesive unit?

Resin

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 PostPosted: 10 Sep, 2009 
 
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well for an offensive unit i think something that is quick with low dps would be good, a raider type unit, giving it more survivability when behind enemy lines. or you could do something like, make it a defensive ability via a toggle, you have a heavy hitter and you would toggle this to reduce the amount of damage the unit would take(IE when under attack by Gunships if they have no AA nearby or retreating) when active they would have to reduce the amount of energy for their weapons IE do less dmg when phased

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