Active Protection Systems

Registered by Renegade

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?

Blueprint information

Status:
Not started
Approver:
None
Priority:
Undefined
Drafter:
None
Direction:
Needs approval
Assignee:
None
Definition:
Drafting
Series goal:
None
Implementation:
Unknown
Milestone target:
None

Related branches

Sprints

Whiteboard

(?)

Work Items

This blueprint contains Public information 
Everyone can see this information.

Subscribers

No subscribers.