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I've been thinking about how Nuke/Anti Nuke interactions could be made more interesting.
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I've been thinking about how Nuke/Anti Nuke interactions could be made more interesting.
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I thought it would be interesting to have a second missile available to the Nuke Silo - a cheaper decoy missile without a warhead.
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I thought it would be interesting to have a second missile available to the Nuke Silo - a cheaper decoy missile without a warhead.
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This would make it possible for players to "scout" for Anti-missile presence by firing a dummy missile first; or easier for two Nuke Silo to brute force one Anti-nuke by allowing one of them to cheaply decoy Anti-missile projectiles.
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This would make it possible for players to "scout" for Anti-missile presence by firing a dummy missile first; or easier for two Nuke Silo to brute force one Anti-nuke by allowing one of them to cheaply decoy Anti-missile projectiles.
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Since Nuke is intended to be an end-game weapon, this would make Nuke vs Anti warfare more of a slippery slope and add a bit more room for counter play vs a relentlessly turtling opponent with multiple inaccessible anti-nukes.
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Since Nuke is intended to be an end-game weapon, this would make Nuke vs Anti warfare more of a slippery slope and add a bit more room for counter play vs a relentlessly turtling opponent with multiple inaccessible anti-nukes.
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Plus it could make a comedy "dropped accordion" noise on impact.
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Plus it could make a comedy "dropped accordion" noise on impact.
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Generally having some cool endgame alternative missiles available in the Silo (all the same cost or greater, all blocked by anti) seems like a low-cost low-effort source of cool and lols. Like an enormous implosion, an enormous impulse or a tine AOE hyper damage singularity missile.
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