Expansion of the long-range system in the game

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husky777
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Expansion of the long-range system in the game

Post by husky777 »

TL;DR
Expansion of the long-range system in the game: simplifying the crafting of artillery shells so that they can be crafted on Nauvis. Reducing the accuracy of artillery shells. Adding high-precision missile weapons with vertical launch silos.

What?
1. Make the crafting of shells available on Nauvis and Gleb, without requiring tungsten and calcite.
2. Add dispersion to artillery shells. Also, introduce research to reduce dispersion, but do not eliminate it completely.
3. Add a small missile silo for combat missiles. Additionally, add the combat missiles themselves. Research can be on Aquilo or Gleb.
4. Missiles are guided by a button like artillery shells, launch from the silo, change their trajectory to a slight incline, and fly off-screen upwards. Then they land on the enemies' heads.
Why?
- Artillery should not be a weapon obtained via space; it is quite illogical. Ideally, Nauvis has all the resources needed for shells.
- Artillery is too accurate. Currently, it serves as a button for deleting nests. Dispersion could add fun—artillery firing at enemy positions could look interesting.
- The long-range system in the game can be significantly improved. Missile silos with high-precision weapons could look very impressive.

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I've played this for over 10,000 hours. You could say it was made for me. Let every one of my posts be accompanied by gratitude for having it! :)
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husky777
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Re: Expansion of the long-range system in the game

Post by husky777 »

By the way, the radar could serve the function of missile guidance, and its use would make a lot of sense. The logic is as follows: a chunk is open if it has nests – launch the missile.
I've played this for over 10,000 hours. You could say it was made for me. Let every one of my posts be accompanied by gratitude for having it! :)
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