jwvhewitt / gearhead-caramel

A coffeebreaklike set in the GearHead world.
http://gearheadrpg.com
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Improve missiles #182

Closed AmkG closed 4 years ago

AmkG commented 4 years ago

181 suggests that missiles are severely underpowered. This is an attempt to make missiles more relevant:

AmkG commented 4 years ago

Playtesting with this branch suggests a pure-missile build is still too wasteful (in repair costs) to be viable, but removing and selling all missiles from salvaged mecha is at least no longer part of the checklist of things I do on a newly salvaged mecha, I might actually use missiles a few times.

jwvhewitt commented 4 years ago

Finally had a chance to look this over in detail; I was a bit concerned that this patch does too much at once (improve missiles + make them cheaper + give everyone more of them) but agree that missiles definitely need a big boost.

I feel like missiles in GH are similar to scrolls or wands in fantasy roguelikes- a special item that you can use when you need extra power or when you need to do a lot of damage quickly. I consider missile racks to be almost essential for the "Storm the Castle" missions since they're one of the few ways to quickly take down the bunker.

I like the idea of dropping certain defenses against missiles; earlier I considered making missiles impossible to dodge (to represent their guidance systems) and so forcing enemies to rely upon active defenses; unfortunately, this would mean that certain models get no defense against missiles at all (unless regular weapons can be used to intercept at a penalty?).

I also considered increasing the missile damage dice from 2d4 to 2d6 or something.

Missiles currently lack a "Swarm" attribute; in previous GH games you could launch a salvo of missiles and they'd auto-target all enemies within a give radius.

MacrossMissiles

Another idea to improve missiles might be to make them drain Stamina faster than other attacks, depending on how many missiles are fired. This fits with the fact that in most mecha cartoons, avoiding a missile attack is a lot more work for the pilot than avoiding any other sort of attack.

Heavyarms

Merging this pull request. Will try it out and keep thinking about how to make missiles competitive.

AmkG commented 4 years ago

I largely agree --- the patchset does a lot, but still does not do enough to make missiles competitive to ranged, much less melee.

Bunkers and other immobile targets have been great targets for missiles even in GH1, but in GH1 you'd still shoot heavy missiles at groups of mecha, and Nuclear Missiles were one of the top weapons in GH1 as a "summon bigger fish" --- deals a lot of damage, but also probably wrecks anything worth salvaging (I've always regretted emptying a Monstrous 6-pack to one-shot Cetus, it totally destroyed all the lightweight Cetus armor I wanted to put on the wings of the Argoseyer, that was dumb).