Missile Concepts

Any suggestions or ideas regarding cruiser command
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WhyteDragon
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Missile Concepts

Post by WhyteDragon »

I can't be certain if there are any plans regarding the implementation of 'boarding' yet, but considering there are auto turrets placed around the ship I can only assume that it's a feature that will eventually be implemented in some way or another. So, I would like to offer an idea:

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Assault Drone Missile
Cost: 25y, 10r, 5g
Damage: 200 100
Special Stipulations:
The Assault Drone Missile moves slower than normal, but is capable of homing in on the closest target.

Upon striking an enemy battle cruiser, a small drone will be spawned within the enemy ship based upon the location of impact. As soon as it deploys, the drone will begin rampaging and attacking the ship, as well as its crew, from the inside. This ability does not work on small ships.

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Hack Drone Missile
Cost: 35y, 15r, 10g
Damage: 200 100
Special Stipulations:
The Assault Drone Missile moves slower than normal, but is capable of homing in on the closest target.

Upon striking an enemy battle cruiser, a small drone will be spawned within the enemy ship based upon the location of impact. As soon as it deploys, it will seek out the ship's power core and attempt to latch onto it. Upon a successful latching it will begin to cause abnormalities in the ships normal functions, such as altering energy output, firing the ship's weapons randomly, and temporarily overriding the ship's navigation. This ability does not work on small ships.

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This is a rough concept with the intention of creating more situations on deck and not putting all the emphasis on the utilization of consoles and small ships, being forced to move around to destroy drones attacking people and parts of the ship. I haven't personally heard much thought about 'boarding concepts,' but if they are being considered I think the first step would be to introduce 'objects' that attack rather than 'players.'
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Red-Rocket
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Re: Missile Concepts

Post by Red-Rocket »

1. sounds fun, needs to be 50R 25Y 10G as multiple of these can be devestating and i dont think it should have a tracking system at all, it should just fire straight, its like shooting gold, hope its worth it
2. na...seems too complicated to code and generally isn't t the best idea
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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WhyteDragon
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Re: Missile Concepts

Post by WhyteDragon »

Red-Rocket wrote:1. sounds fun, needs to be 50R 25Y 10G as multiple of these can be devestating and i dont think it should have a tracking system at all, it should just fire straight, its like shooting gold, hope its worth it
2. na...seems too complicated to code and generally isn't t the best idea

The intention behind 'slow and homing' was that it couldn't be used in high speed chases, which is generally already a very stressful situation. It would be more for 'tanking situations' where BCs are more parked. Also, in regards to how devastating they may be... all depends on how powerful a unit they deploy. I personally would prefer to see lots of missiles used with units that aren't very powerful.

Also, I don't think the coding (aside from drone movement) would be too complicated. All the actions have already been coded into the game, it's simply requiring it to access these functions are a random interval with random input.
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Re: Missile Concepts

Post by DumbMarine »

"Why are we still moving towards it?"
"We're caught in a tractor beam! It's pulling us in!"
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Red-Rocket
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Re: Missile Concepts

Post by Red-Rocket »

no no no no no mr. marine, that topic is done!
Oh its not orders I'm giving, but rather... "aggressive suggestions".
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WhyteDragon
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Re: Missile Concepts

Post by WhyteDragon »

Huh. Hadn't realized someone had brought up the idea already, even if it was a bit obvious to go upon. My mistake!
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