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active protection systems

Renegade edited this page Dec 4, 2011 · 1 revision

Active Protection Systems

This specification was automatically generated from a feature request imported into Ares's LaunchPad bugtracker. If you are interested in fleshing out this feature, please update this page.

Original Request

Let's boil this down to its most basic ok?

Active Protection Systems as a feature for Ares would be a definable ability to cause any projectile attack to impact or detonate a minimum of 1 cell before the actual target. (Like how real active protection systems are)

At its simplest it would involve 2 tags:

APS= ;Does this unit/structure have an active protection system? (Default no) APSChance= ;Percent chance an attack will be 'intercepted' by the active protection system. (Default 0%)

Going more complicated, it can be expanded further into these tags:

APSRange= ;Range of 'intercept' (Default 1) APSAnim= ;Animation played per 'intercept' (Default none) APSForbidden= ;types of things forbidden from being intercepted. Read as a list like EliteAbilities=. Things forbidden would be based on weapon/projectile tags such as Inviso, IsLaser, Lobber, Inaccurate, FlakScatter, and more. (Default none) APSROF= ;frequency between APS interception attempts. Similar to ROF on weapons. (Default 0)

Opinions? Comments? Skepticism over feasibility?

Specification details

Goals

  • This needs to be filled by a supporter/drafter of this specification.

Suggestions / Notes

  • This needs to be filled by a supporter/drafter of this specification.

See also

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