T2 Nuke Jammer Bot idea

Discussion in 'Planetary Annihilation General Discussion' started by meir22344, May 7, 2014.

  1. bobucles

    bobucles Post Master General

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    Well that's a stupid reason. Nukes already OHKO just about everything in the game. The devs have gone completely out of their way to make planets that are procedurally generated and capable of land destruction, have created a superweapon worth thousands of times more than any standard unit, and then decide they are not gonna do it? Ugh. **** like this happens when you don't build a proper counterplay for nukes.
    igncom1 likes this.
  2. squishypon3

    squishypon3 Post Master General

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    But what if there is a building that has enough health to withstand a nuke? It would float; I'm sure at some point there will be a building that can survive a nuclear blast... A unit, the vanguard, already does... It's a limit with the engine, nothing we can do. :/
  3. Kruptos

    Kruptos Active Member

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    I pulled that 5% out from a hat. Even if it's 45% you'd still need 3 to wipe out a force. Chances are your 3 nukes costed way more than that enemy force.

    Spreading out is excellent at countering nukes since your enemy doesn't want to waste nukes against spread out units. Bombers with AoE are also weaker at spread out units. When your spread out force is about to clash with a non spread out force you can regroup them in a tighter formation. At that point if the enemy nukes your now tighter formation his own troop will also be caught in the blast.
  4. squishypon3

    squishypon3 Post Master General

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    And what about something like gunships; t1 bombers? Sniper bots? All very good against singular units and the first two can easily swoop in before you can react.
  5. Kruptos

    Kruptos Active Member

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    True but none of those can make a serious immediate impact against a larger force and bombers tend to have a wide flying arc which easily puts them in range of A.A even against a spread out foe. Once the owner of the spread out force notices the incoming counter-attack (a large flying army can easily be spotted in radar) he'll regroup his forces into a tighter formation. Once the danger is clear he can spread out again.

    That or he'll just bring fighter's and gunships of his own. Either way the ensuing battle is much more interesting than one nuke decimating the entire army.
  6. squishypon3

    squishypon3 Post Master General

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    Well just a little thing, what kind of units can spread at a reliable speed? Tanks are quite slow and t2 tanks may not stand a chance, I can see bots and air but tanks sound like they'll be in danger! Also, it's not too easy to get an early enough warning (though you could say this is the player's fault for not scouting well enough.)

    Edit: Also, needing to baby your forces induces more micro which a LOT of people seem against; it surprises me to see people who don't like micro promote more micro.
  7. phantomtom

    phantomtom Active Member

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    Cool designe, but the idea sucks. abit harsse maybe but its the truth.
    it woulde be a superunit
  8. Kruptos

    Kruptos Active Member

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    Not necessarily. It could be as simple as a button, spread out/regroup. If the spread out force would regroup by moving towards a central point (aka. front units going backwards, back units moving forwards) then opposing forces couldn't fire effectively at the "retreating" front units.

    If we are talking about forces of hundreds of units then I don't think losing a few units at the front during regroup is a big deal. Then again this function wouldn't be useful with smaller forces.
  9. squishypon3

    squishypon3 Post Master General

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    But you're going to be playing across multiple planets; we won't have enough time to watch your units. You probably don't have enough time to make sure your units aren't getting attacked by a nuke and react in time to spread out far enough. Having to spread your units many would argue is just another "unnecessary click", I'm only saying this because I've seen so many suggestions get shot down because of one extra click no one can stand having to do. Apparently.
  10. darac

    darac Active Member

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    I like the idea of a nuke jammer only I'd make it like a radar tower. Any nuke silo's within the radius of a nuke jammer can't launch (they can continue to build) as long as the nuke jammer has power.

    This would be a new way to counter nukes without the hefty cost to either side as the nuke missile is not wasted. The player with the nuke can take out all jammers in the vicinity and initiate a launch.

    This is different to an anti nuke because it has to be built within range of the nuke silo, meaning you have to be able to secure an area near enough to the silo to be able to build it.
    DalekDan likes this.
  11. DalekDan

    DalekDan Active Member

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    Would make a great orbital unit IMO. Would need some visual que so the player(s) know its working/whats happening to their silo etc...
  12. tatsujb

    tatsujb Post Master General

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    Basically we need to stop making excuses for the way anti-nukes and nukes are. they need stat changes both sides, not added mechanisms or complexity.

    Balance them as are then see if you're able to balance new crazy ideas, how about that?
  13. DalekDan

    DalekDan Active Member

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    I believe it was already confirmed there will be a mobile anti-nuke of sorts, so why trash the idea in favor of fine tuning the static anti-nuke and nuke relationship to death? Its fine as it is, or will be with supplemental alternatives.
    meir22344 and squishypon3 like this.

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