Reducing Cost of Missiles
- Red-Rocket
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Reducing Cost of Missiles
Especially with the Kermiculite on Merculite Heavy Missiles, 20G brookers no arguement that anyone should get it, because of the Core Purge, Destroyer and other upgrades needing alot of that hard to get Kermiculite its a waste to spend so much on just 1 missile, therefore i say reduce it! to 1 like the pirhanna missile (that isn't used still lol even with just the 1 red, and why is that? because they need that resource elsewhere until late game and by then pirhanna is obsolete)
Merculite Heavy Missile
From 15Y 30R 20G
To 15Y 25R 1G
And other missiles, because more the merrier! although experimentally suggested (not taken to seriously compared to one above) and because i feel like breaking stuff!
Scorpion Light Missile
From - 5Y 10R
To - 1Y 2R
Wasp Light Missile
From - 5B 10R
To - 1B 2R
Predator Heavy Missile
From - 15Y 10B 35R
To - 10Y 5B 25R
Sabertooth Heavy Missile (not much change)
From - 10Y 25B 10R
To - 5Y 25B 10R
Hellfire Missile
(No Change)
Also i think that the Wasp Missile should be refitted to be a long range high tracking missile and other missiles increased by 25% (predator especially)
Merculite Heavy Missile
From 15Y 30R 20G
To 15Y 25R 1G
And other missiles, because more the merrier! although experimentally suggested (not taken to seriously compared to one above) and because i feel like breaking stuff!
Scorpion Light Missile
From - 5Y 10R
To - 1Y 2R
Wasp Light Missile
From - 5B 10R
To - 1B 2R
Predator Heavy Missile
From - 15Y 10B 35R
To - 10Y 5B 25R
Sabertooth Heavy Missile (not much change)
From - 10Y 25B 10R
To - 5Y 25B 10R
Hellfire Missile
(No Change)
Also i think that the Wasp Missile should be refitted to be a long range high tracking missile and other missiles increased by 25% (predator especially)
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: Reducing Cost of Missiles
I kinda like the expensive missiles, because it allows you to spend resources late-game after the BC is maxed (which isn't too hard right now..)
if you make them so cheap, then there will be a ton of effort involved in loading the missiles.. I would rather them be high-cost, high-damage.. and like you said, the pirhanna missiles already fufils the role of a "cheap" missile..
if you make them so cheap, then there will be a ton of effort involved in loading the missiles.. I would rather them be high-cost, high-damage.. and like you said, the pirhanna missiles already fufils the role of a "cheap" missile..

Re: Reducing Cost of Missiles
to bring Missiles into the game, a free, or unexpensive drone that would ONLY load missiles is the way to go.
40Y, 5G - Missile reload drone
40Y, 5G - Missile reload drone
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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- Red-Rocket
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Re: Reducing Cost of Missiles
or maybe have T1 and T2 drone consoles, the first for as said by calad, 40Y 5g, 50y 10g, (ect...) for refine and refine. and the T2 for everything else =P so we can have the 2 miners v 1 wraith and win wars again O.o
Oh its not orders I'm giving, but rather... "aggressive suggestions".
Re: Reducing Cost of Missiles
No. only special drones for loading missiles. every other jobs, use your real drones.
WhyteDragon wrote:"[...]As to what Caladbold said -- he's right.[...]"
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- Red-Rocket
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- Posts: 843
- Joined: Fri Oct 05, 2012 5:00 pm
- Wiki edits: 16
- Location: North America
Re: Reducing Cost of Missiles
Ok, so the problems with missiles currently are
Early game, no one can afford missiles (rather they put upgrades into lasers as thats more cost effective)
and Late game where there is so many resources that you end up missile spamming, which ends up in a competition of who is a better power user and who can spam missiles, instead of each missile having real impact and meaning.
My suggestion is to have a sort of upgrade, cheap but takes a while to research that increases both the damage and the cost of missiles....say 25% for starters. so in the beginning they will be cheap, but wont do allot of damage, but the abilities will still be important and helpful,
then mid-game we can have the cost of what we have now, because that's when missiles work best (via the fact that they dont spam to much but have impact)
then late-game they can be expensive but powerful and can affect fights, (remember that BCs are pretty much completely upgraded so they can take missile hits better) and will make it less annoying of who can spam and more of the payload you can unleash.
Early game, no one can afford missiles (rather they put upgrades into lasers as thats more cost effective)
and Late game where there is so many resources that you end up missile spamming, which ends up in a competition of who is a better power user and who can spam missiles, instead of each missile having real impact and meaning.
My suggestion is to have a sort of upgrade, cheap but takes a while to research that increases both the damage and the cost of missiles....say 25% for starters. so in the beginning they will be cheap, but wont do allot of damage, but the abilities will still be important and helpful,
then mid-game we can have the cost of what we have now, because that's when missiles work best (via the fact that they dont spam to much but have impact)
then late-game they can be expensive but powerful and can affect fights, (remember that BCs are pretty much completely upgraded so they can take missile hits better) and will make it less annoying of who can spam and more of the payload you can unleash.
Oh its not orders I'm giving, but rather... "aggressive suggestions".