Idea: Anti missile guns/emplacements

Discussion in 'Backers Lounge (Read-only)' started by h4344, February 27, 2014.

  1. h4344

    h4344 New Member

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    Remember back in Sup Com how you could either deviate or destroy incoming missiles? I feel this would be a very good addition to the game to have a sort of structure that would do the same thing. The purpose would be to put an end to games being won simply by placing a catapult (long range missile launcher) outside someones base and slowly creeping forward with them until you have won. This would not affect the artillery guns and it would not be some OP device that could provide 100% protection from any number of missiles, if more missiles are being flung at you then you need more of these structures to counter.

    Quick Summary
    - Only destroys missile type projectiles
    - Slow rate of fire so its still possible to be overwhelmed using multiple missile type units/structures
    - Tech wise it would be constructed by T1 workers

    Ideas/ Concerns?
    bodzio97 and moonsilver like this.
  2. nawrot

    nawrot Active Member

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    Why not to make some gunships or bunch of robots or make your own catapult/holkins so enemy cannot built theirs in range. So far i like how you cannot do perfect turtle base unlike SCFA.
  3. igncom1

    igncom1 Post Master General

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    Yeah, that and the range of artillery means you can't shoot across the map.
  4. moonsilver

    moonsilver Member

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    sounds like an interesting idea. How would you go about implementing it? and sorting it out balance wise? Would it be like a Chaff type weapon that confuses a missile and makes it miss its target?
  5. Geers

    Geers Post Master General

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    Oh hey! It's you! Hi!

    I think something needs to be done about missiles. Otherwise it's just reskinned artillery.
  6. igncom1

    igncom1 Post Master General

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    Well it's missile artillery, dummy! :p
  7. moonsilver

    moonsilver Member

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    Maybe they could change the missiles to a rocket barrage type weapon. Rocket barrages were often used as a form of artliery. Right now missiles are more like tomahawks, feel like unit versus unit weapons rather than proper artillery. I do agree with that.

    Maybe the catapult missiles should be buildable and have different uses, like a cluster bomb missile, or an EMP missile. That way its not straight forward artliery, opens up a cheaper nuclear missile that is not interplanetary, offers some utility with emp missiles and such.

    Hi :) it is me :)
  8. Geers

    Geers Post Master General

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    If they're not going to add shields we need some sort of defence against missiles or shells. Or both.
  9. igncom1

    igncom1 Post Master General

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    But why? We don't need a anti-tank shell unit do we?

    Just destroy the launcher.
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  10. moonsilver

    moonsilver Member

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    even if we don't need it, it would add diversity to the artliery type of having a missile launcher. There were originally works of producing a laser that could shoot down missiles. PA has laser technology so maybe it could have an anti missile system.

    perhaps the anti nuke could be replaced with an anti missile system based on lasers rather than rebuildable missiles. Other people in other threads who wanted to balance nukes a certain way. This could solve two birds with one stone.
  11. Geers

    Geers Post Master General

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    But anything that tries to get near it is hammered into the ground. Missile defence would be lovely.
  12. igncom1

    igncom1 Post Master General

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    You mean it defends it's self?

    How is that any different to a turret, or a tank?
  13. Geers

    Geers Post Master General

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    More range, more powah.
  14. igncom1

    igncom1 Post Master General

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    Not necessarily, and not compared to a bot blob.
  15. Geers

    Geers Post Master General

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    This isn't going anywhere.
  16. nawrot

    nawrot Active Member

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    Its all about: "is turtle base possible and effective strategy or it is not". And Uber does not like too much turtling, because its not optimal strategy. Enemy could build catapult in range but you could also. If you cannot kill enemy catapults your problem is not lack of defense against it, you either lost most of planet and that other guy is just toying with you, or you are trying to turtle self and have no units. I also like to turtle, it is so easy choice. But we cannot complain that game is unbalanced because our lazy tactics does not work. Best counter for static artilerry is bunch of gunships mixed with fighters, or single nuke. So far i like how you cannot build perfectly protected base, and there is no corner to hide in (unless its moon).
    godde and igncom1 like this.
  17. moonsilver

    moonsilver Member

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    People who fortify do tend to creep forwards with artliery. Building catapults in a line towards you, to the extent little u can do to stop them. Flak guns are very good at defending a small area against air. Not like the tools for turtling are not there. An anti missile system would actually help stop turtles, it wouldn't stop an land army or naval army or anything like that.

    If turtles have adamantium shells and learn to roll forwards they would be unstoppable. Or they could just learn how to be ninjas that would work too.
  18. Geers

    Geers Post Master General

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    No, you can't build your own catapult because the enemy catapult will catapult your catapult before you catapult catapults their catapult.
  19. godde

    godde Well-Known Member

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    That requires that the enemy knows where you are building your catapult which is hard if you have a lot of units or send spam to that area.
    Radar jammers are also likely to be included in PA which means that you could build your own artillery in range of their catapults without the enemy knowing.
  20. Geers

    Geers Post Master General

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    If they're catapulting you then they probably have radar coverage of you.

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