Air: Bombers

Discussion in 'Planetary Annihilation General Discussion' started by RCIX, April 2, 2013.

  1. bmb

    bmb Well-Known Member

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    thats a good idea
  2. apocatequil

    apocatequil Member

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    +1
  3. antillie

    antillie Member

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    A most excellent idea indeed.
  4. veta

    veta Active Member

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    +1

    T2 should not make T1 obsolete otherwise it's just tactical trumping and that's not strategically deep at all.
  5. bobucles

    bobucles Post Master General

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    Eh, it sounds okay. The thing about stopping projectiles is that a linear decrease in damage creates an asymptotic increase in survival. Throw that on standard defenses, and it will become very powerful very quickly. A typical turret line will make heavy weapons completely useless, when heavy weapons are exactly what should be breaking a typical turret line.
  6. shandlar

    shandlar Member

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    This would definitely require some fancy balance work for sure. There would have to be a balance between attack range and the footprint of the defensive structure to make sure you cannot make a line 8 deeps and 20 long and have all 160 lasers be able to target the same point.

    Generally though defenses need to be several things,

    1) Powerful per cost (dps and hp per metal should be considerably higher than a bot/tank)

    2) Useful throughout the entire match. (Must provide end game benefits as well as benefits that doesn't require being at the far edge of your base due to meta game base expansion beyond your initial defensive buildings)

    3)Very weak to at least one form of assault.

    The idea I posted meets all three criteria in my opinion. Since the game would have no way to defeat artillery, even the most robust turtle would still have to be able to respond to and destroy long range artillery or be destroyed.

    Artillery being strong and unstoppable isn't a problem. Make the long range stuff very slow to build and high in metal as well as horribly inaccurate at extreme range. The damage should be fairly low as well. Meaning a single direct hit should not destroy a T2 power generator. Prolly not even 3 hits.

    Make any mobile artillery the same range as the small defense artillery emplacement as well, but considerably longer than the T2 PD laser.

    Lots and lots of numbers would have to be crunched for it to work, but I firmly believe PD >>>> shields for rewarding strategic play (for both the turtle and the turtle breaker)

    Tactical Missiles would probably have to be given HP. Idk how difficult such a thing would be and could be resource heavy by almost making them units. You are correct however, if you have a T1 bomber dropping 5 carpet bombs and a single LLT will be able to shoot down 3-4 before they land (a reasonable balance) how would that work when a tactical missile launching tank can only fire a single rocket at a time with a several second reload? A single LLT laser shot shouldn't be able to take it out, but regardless of how many hits it would take, a huge battery of LLTs would in essence be immune to any number of TMs.

    I personally think this is a good thing. Defenses should matter, and opponents should have to think about how to break them while I think about how to make them unbreakable(and plan a strong counter assault right afterward).

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