ZeroK-RTS / Zero-K

Open source RTS game running on the Spring/Recoil engine
https://zero-k.info
GNU General Public License v2.0
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Feature: Deployable antinuke #3687

Open GoogleFrog opened 5 years ago

GoogleFrog commented 5 years ago

Consider allowing antinukes to be packed up and repositioned. Technically they would morph to a slow mobile unit that can then morph back to an antinuke.

This ability would allow players to 'stockpile' cloaked antinukes and generally require players with nukes to scout a bit more often. The particularly interesting aspect is that invading armies could 'quickly' deploy some antinukes instead of requiring them to be built from scratch. This would nerf defensive nuking and require nuking players to scout invading armies carefully.

Two big things would be required:

Cat-Lady commented 5 years ago

While we are at it, maybe antinuke could, at last, require stockpiling actual rockets - even cheap ones - given that it captures a 3k, 3 min minimum things, for free? Even artemis have a stockpile, nowadays, yet antinuke shoots those super-fast, poweful things, as soon as it can reload (and it does them very shortly).

It is also kind of irritating that one antinuke can capture any sized cluster of nukes send at the defended area (detonation of one nuke will blow up rest of nukes flying at the destination, so reload time on antinuke doesn't matter).


If the answer is "no, nukes are meant to be cheaply and easily nullified", the the antinuke could - at least - shoot a laser, not a stockpile-less rocket.

GoogleFrog commented 5 years ago

Tickets work best when they have a particular subject. This is not an open thread for you to report all your bugs and design issues regarding antinukes. If you wish to report an issue then make a ticket.