Some anti-nuke balance proposals

Discussion in 'PA: TITANS: General Discussion' started by billthebluebot, November 22, 2020.

  1. billthebluebot

    billthebluebot Active Member

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    1. Anti-nukes should be hitscan

    -This should improve behavior on smaller planets and asteroids.
    -This should remove the chance that you spend an anti-nuke missile on a nuke that lands.

    -Would likely require some minimal work to make the visuals not bad.

    2. Either allow mends to assist anti-nuke missile construction, or have increase cost to 17000 and include 1 pre-built anti nuke. Mends were allowed to build anti-nukes as a stop-gap because mobile anti-nukes aren't happening any time soon. Anti-nukes without missiles are pointless, so you basically have to send regular fabs anyways.

    -Reduces the effectiveness of defensive nukes, enabling easier planetary invasions.
    -Maaaaaybe reduces the need for ares spam in lategame single planet games.

    -This change would likely effect anti-nukes built by regular fabs, so the prebuilt one is effectively a nerf to nukes in low-medium levels of play.
    mjshorty likes this.
  2. mjshorty

    mjshorty Well-Known Member

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    I like both, but technical side how do you vitualize a hitscan and still make it satisfying to look? Just stop the nuke in its place when 'hit' then let the animation of the missile kill it? Thats my idea
  3. billthebluebot

    billthebluebot Active Member

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    plan A:
    leave the existing weapon and let it do its thing, and add invisible hitscan weapon.

    might get screwy with multiple nukes, will probably need to screw with the projectile lifetime to make sure it doesnt look stupid, since the nuke will always die before the missile arrives.

    plan B:
    Just make a blue line that fades. it'll look basically the same, and you dont usually see the missile in action anyways.

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