Remove the Pre-Loaded Anti-Nuke Missile

Discussion in 'Planetary Annihilation General Discussion' started by brianpurkiss, March 8, 2014.

  1. Quitch

    Quitch Post Master General

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    Well, actually it does. You need specialist robots to operate in areas of heavy radiation.
  2. stevenrs11

    stevenrs11 Active Member

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    I think nukes really need an overhaul, and when they give asteroids variable damage (plus more smaller ones, like kickstarter) I think it will happen. Nukes are rather bad at killing tanks, actually. Lots of research during the cold war about that. In fact, tanks are about the ideal thing to survive nukes. Low internal volume, lots of metal, fireproof. Its houses that cant take the overpressure.

    Radiation is surprisingly good at giving complex electronics a very hard time, though with decent shielding, only the initial burst of ionizing radiation from the bang would be liable to do any real damage on the short timescales we are working with.
  3. neutrino

    neutrino low mass particle Uber Employee

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    I hear what you guys are saying here. Scathis and I will discuss and probably make some changes. Not sure what those will be because I think it's arguable a number of different ways. Maybe we'll just try another way and see what happens and if people like it better. I kinda like the no missiles but starts building right away thing. Or it could be as a simple as adjusting the cost. We'll see.
  4. boylobster

    boylobster Active Member

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    Ah. Yeah, I see what you mean. As I mentioned, the more I tried to describe the system of automatic assistance, the more convoluted it became. However, I still think there's merit to the idea of the launchers starting empty - we'd just need to think about how the fabbers should behave around them, and if some clever exceptions need to be made. So there are two complications here, right? One is that nuke and anti-nuke "factories" aren't quite like the other factories in the game, both in terms of how they build and in terms of how the player uses them. The other is that anti-nukes currently can continue building two more missiles when the player may very well only want the first one urgently, which is quite unlike the nuke launcher.

    How to remove the superfluous micro from choosing how long to assist each missile? I'll admit this: while I really prefer the idea that both launchers start empty, for the sake of realism if nothing else, it seems it would be much simpler to go the OTHER direction entirely and bundle the first missile with the nuke launcher as well. That way both structures would be consistent in their behavior, and if people wanted to micro more build power on to the anti-nuke later, they could.

    I'd still rather find a way to have both launchers start unloaded, though. ;)
  5. Geers

    Geers Post Master General

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    Like the kind that were designed for interplanetary warfare?
    stormingkiwi and wheeledgoat like this.
  6. emraldis

    emraldis Post Master General

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    The kind that can be irradiated constantly by the sun on an atmosphere-less planet and remain unharmed?
  7. Geers

    Geers Post Master General

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    [​IMG]
  8. stormingkiwi

    stormingkiwi Post Master General

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    Tell them to build, and queue up an assist command.


    Hey presto!

    P.s. Lobster I love you.
  9. thetrophysystem

    thetrophysystem Post Master General

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    Generally, I am okay with the structure costing nearly the exact same as the antinuke missile. The bonus would be conserving space with using the same launcher for multiple antinukes, and the fact the launcher is more energy efficient for faster build times. That is the perk of building the missiles from the launcher at the same cost, as building a brand new launcher with antinuke in hand.

    If antinuke launcher with loaded missile was almost same cost, as the missile it builds, it would fix the "balance".
  10. boylobster

    boylobster Active Member

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    Hey, that's the kind of love you can only get from someone with another odd animal handle. :p That's the real deal. I'd blush, but... how could you tell? Ahahahahaha, ahhhh... retarded.

    Anyway, I was about to say that I didn't think queueing assist commands worked, but I just figured out the problem - I'd been queueing a repair command because the structure wasn't finished yet. I'm sure that's something that can be ironed out fairly easily - having the UI differentiate between a building that's low on health because it's been built and is damaged, and one that's low on health because it's not complete.

    I'll definitely do that in the future, but two points remain: it's a little odd for one launcher to come equipped with a missile and not the other, and, while it's manageable, having to specifically select Assist instead of Repair as a queued action is exactly the kind of needless micro that I would think Uber wants to eliminate. Real talk.
    stormingkiwi likes this.
  11. Slamz

    Slamz Well-Known Member

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    I think it's better as-is.

    If you put it back the way it was, there will be a new confusion:
    "Why didn't my anti-nuke work?"
    Because you need to build a missile in it.
    "It's useless when you first build it?"
    Yes.
    "I have to remember to assist it in order to get a missile this side of next Sunday?"
    Yes.

    At least the way it is now, it actually is a functional anti-nuke immediately upon completion. You may want to assist it for more anti-nukes but at least it has one.
    lynxnz and iron420 like this.
  12. brianpurkiss

    brianpurkiss Post Master General

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    The other side of the story is all of these people confused about why the anti-nuke costs so much.

    Maybe there could be some way to indicate how there's a missile pre loaded so players aren't confused.

    I see both sides of the coin and agree with both.

    I just know that currently, it's not a perfect implementation. Something needs to change one way or another.
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  13. boylobster

    boylobster Active Member

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    OR, treat nukes the same way - nuke comes bundled with the missile, takes the combined amount of resources. But then you miss out on the build power of the structure, no? Anyway, it's simpler, but I would prefer to find an elegant way of having both structures start empty. Emphasis on elegant. ;)
  14. brianpurkiss

    brianpurkiss Post Master General

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    That won't work because in the future we'll have multiple nukes to choose from.
    Quitch likes this.
  15. boylobster

    boylobster Active Member

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    Ah, multiple nukes from the same launcher? Right... hm. Forgot about that. Just as well; I like starting with an empty silo anyway. And thanks to StormingKiwi, now I can order the fabbers to actually also put a weapon in the thing afterward. :rolleyes:
    Last edited: March 10, 2014
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  16. Noogums

    Noogums New Member

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    Personally, my main grievance with the Anti-Nuke is simply the amount of time it takes to build one. The facility coming pre-loaded with one missile helped this an awful lot, and if that gets removed my first request would be to lower the time it takes to build both.
  17. mabdeno

    mabdeno Active Member

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    I would assume the launcher would cost similar to the nuke launcher and the missiles themselves be cheaper than a nuke.

    That would be my preferred method anyway.
  18. ORFJackal

    ORFJackal Active Member

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    That's how it is currently. Subtract the price of a single anti-nuke from the price of the anti-nuke launcher, and you will see that the anti-nuke launcher is a little bit cheaper than the nuke launcher, and anti-nukes are almost half the price of a nuke.
  19. Quitch

    Quitch Post Master General

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    Except when I build a nuke now I get an energy efficient launcher chipping in. When I build an anti-nuke I do not. It also means the anti-nuke must be the end point of any building queue, though it probably was anyway.
  20. wheeledgoat

    wheeledgoat Well-Known Member

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    i def think the aninuke needs some sort of buff; price, area of protection, and/or reduction in build micro.

    I'd love (as was brought up in other threads) to have the anti-nuke give us an announcement when it does its thing. The good 'ole cold war air raid siren would be awesome! It would announce the incoming nuke and then go to intercept it, but you wouldn't hear it unless you had the antinuke, which serves as the detection, announcement, and cure all in one.

    bradaz85, ORFJackal and Quitch like this.

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