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Missile Customization and missile

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4 years ago
Oct 5, 2020, 1:13:10 PM

In missile customization we can change its thrusters, load capibility, aerodynamics, range, deployment. These things will increase area and help in making subsonic, super sonic and hypersonic speeds.


We can also make different versions of missile and name. Different version means different range, speed, deployment, etc.


In deployment we can make triad means we can launch it from air, sea and land. 


Missile defence: I want to suggest it to prevent missile attacks with a probability rating to stop attack.

I want nuke or missile should not be immune it should be preventable.

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4 years ago
Oct 6, 2020, 10:46:08 AM

It could be interesting but I doubt it fits the game design.


Previously in their game they had lot of unit customization like this, but they said they wanted to remove it in HK to make it less complex. Unit customization makes a lot of sense in limited time scope game but we will probably unlock missile quite late in game so not really enough time to have high customization


Maybe in an expansion each unit could get a simple customization via events, after producing X amount of them/ having X battles with them, triggering an event which allow to choose between 2/3 possbilities to have some customization;


For example:


"How should we use our missiles?"

  1. "They need to be accurate" +1 strength
  2. "No one should be able to outrange them" + 2 range
  3. "We should make them rain upon our ennemies" -10% cost
"How should we use our Spearmen":
....

This possiblities could be class based so that it could be applied to EU

I think its more reasonable than full customization which would be quite a lot for just one unit, and applying such a heavy thing to every units would be too much

And yeah ther should be some way to protect from these things, at least giving the target to send his nukes too so that its risky to attack even if you launch first
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4 years ago
Oct 15, 2020, 9:55:57 PM

Perhaps the missile design system could be like the unit design from sid meissers alpha centauri, with the ability to choose engines, payload and range depending on technology what what king of weapon do you need at the momment. Could certainly add a dimension of gameplay to the lategame.

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4 years ago
Nov 14, 2020, 9:07:40 PM
gmike92 wrote:

Why make it like Alpha Centauri when you can make it like Endless Space?

Please Dont, the first Endless Space had horrible missiles, with ballistics being the meta. There should be more viable options for the player rather than pigeonholeing them into certain choices.

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4 years ago
Nov 15, 2020, 2:24:57 PM
Abhi2410 wrote:

In missile customization we can change its thrusters, load capibility, aerodynamics, range, deployment. These things will increase area and help in making subsonic, super sonic and hypersonic speeds.


We can also make different versions of missile and name. Different version means different range, speed, deployment, etc.


In deployment we can make triad means we can launch it from air, sea and land. 


Missile defence: I want to suggest it to prevent missile attacks with a probability rating to stop attack.

I want nuke or missile should not be immune it should be preventable.

I think that is a really bad idea for a game of this scope.  If it was Cold War Simulator, then it might be ok.    I do think some type of missile defense is a good idea...I think the key feature of how missiles/nukes will work is a recreation of MAD ...where it becomes easy to obliterate another civ, but not easy to stop them from obliterating you.

Updated 4 years ago.
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4 years ago
Nov 16, 2020, 12:20:09 PM

I always like customization, however adding such detailed missile customization would be very unfair for all the other units and would make Humankind a very complex game for a 4X game... (If the game were a war-simulation game, it would be wonderful feature indeed). so, If we were to add unit customization, it would have to be not-so-detailed system of customization. Here is my humble opinion.


As a part of your empire's military doctrine you may choose a combat role or class of your newly unlocked unit. For example,


-Jet fighter plane
Multi-role fighter (can attack both air, ground, sea target)

or

Air-superiority fighter (can only attack air target but with combat strength bonus)


-Bomber

Tactical bomber (standard unit without any bonus or penalty, mediocre production&maintenance costs)

or

Strategic bomber (combat strength bonus against city defense and outpost defense? and combat strength penalty against units, more production&maintenance costs)

or

Attack aircraft (combat strength bonus against unit and combat strength penalty against city defense and outpost defense?, low production&maintenance costs)


-Tank

Medium tank (mediocre movement point, mediocre unit combat strength, mediocre production cost&maintenance)

or

Heavy-tank (low movement point, high unit combat strength, more production cost&maintenance)

or

Light tank (high movement point, low unit combat strength, less production&maintenance costs)
or

(maybe) Anti-tank (similar to medium tank but with both combat strength bonus against cavalry and combat strength penalty against infantry)


-Field artillery

Indirect support artillery?
or

Direct support artillery?


or alternatively, we might choose by calibre-size


-missile

Cruise missile (short range, can attack units)

or

Ballistic missile (long range, can attack city defense)


and so on...


---------------------------------------------------------------------------------------------------------------------------------------------------------------

Nevertheless, I fear that this kind of system might be already a bit complex. Would the casual 4X players appreciate such degree of customization? That is the question...



Updated 4 years ago.
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4 years ago
Dec 3, 2020, 1:26:28 AM

This feels like endless series all over again, every units can be customized but in the end zerg rushing the enemis is the only strategy needed.

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