Anti-Missile System

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
Zillaxwafer
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Anti-Missile System

Post by Zillaxwafer » 27 Sep 2010, 18:16

I'm sure it has been mentioned before, BUT THIS IS SERIOUS!!!!!:
The only protection one has from Ripple Rockets and Archangel Missile batteries as of now is either to A: Hide or B: Get CB Tower and Archangels or Ripples of your own. The first is highly impractical, and the latter requires part of your force be hurt before you can fire back. Even if you do fire back you need just as many or more rockets than them, and if you don't have that you'll lose construction units in the crossfire of trying to build more! I propose building a research path of Anti-missile systems. Mortars and Howitzers would still be effective (At least early on) but missiles would have a chance of getting shot down. There would probably be two sets one with longer range and lower rate of fire and one with closer range but higher rate of fire.

Proposed Installations:
Stage 1 close range: Chain-gun with low accuracy attempts to shoot missiles down as the come at not to far of a range, like 8 tiles or something.

Stage 2 close range: Lazer shoots down missiles at chain-gun range, but with incredibly high hit rate

Stage 1 long range: Missiles with slower rate of fire are launched almost as soon as enemy missiles are launched intercepting with slightly more decent accuracy at much greater range (intercepts at approximately half distance between two points or so) would require a CB tower nearby or maybe have one built into it to sense Missiles shot toward location.

Stage 2 long range: Shoots High explosive counter-missiles that are like Anti-missile flak, taking out groups at a time (seeing as the ripple rockets fire a ridiculous number at once).

I havn't gotten a chance to skim through the code yet, but depending on whether or not the game physically tracks the projectiles, or just rolls a hit chance and displays an appropriate graphic, it might not be that hard to "shoot down" incoming missiles. It might require the turret to generate "invisible walls" in their path or something, i don't know I've never really done any serious programming, only messed around with smaller apps.

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Re: Anti-Missile System

Post by Verin » 28 Sep 2010, 04:07

I like the flak idea.

So like a phalanx gun on a battleship?
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Re: Anti-Missile System

Post by WarTux » 28 Sep 2010, 05:04

To be honest it sort of depends on the map you're playing. On low-oil maps, ripple turtling is likely a futile strategy...

High-oil tends to mess up the balance of the game by removing power limits, so sky-high strategies like this are feasible. :P
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Re: Anti-Missile System

Post by Verin » 28 Sep 2010, 05:15

Implement it.
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Re: Anti-Missile System

Post by warzonelego » 03 Oct 2010, 07:23

well if the u.s has a T.H.E.L we sould have a T.H.E.L to!

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Re: Anti-Missile System

Post by macuser » 06 Oct 2010, 15:02

This is not a solution to the problem of ppl spamming ripples. This is because you are playing on high oil maps. Adding ripple defence will only cause ppl to spam ripple defense too. Then no one will be able to get anywhere.

Instead, I have an idea which may work viewtopic.php?f=3&t=6578&p=71116#p71116
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Re: Anti-Missile System

Post by Rman Virgil » 06 Oct 2010, 17:17

macuser wrote:This is not a solution to the problem of ppl spamming ripples. This is because you are playing on high oil maps. Adding ripple defence will only cause ppl to spam ripple defense too. Then no one will be able to get anywhere.

Instead, I have an idea which may work viewtopic.php?f=3&t=6578&p=71116#p71116
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Re: Anti-Missile System

Post by macuser » 06 Oct 2010, 17:20

kind of like an additional auto repair concept? just beefing up the shields is not going to deal with ppl spamming one kind of unit on high power though :(
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Re: Anti-Missile System

Post by Tenoh » 09 Oct 2010, 15:44

As a quick fix for this very annoying thing i propose to change ant-artillery radar to work like anti-radar radar.Basically it should sick and target only indirect fire weapon targets.More complex solution would be to allow manual targeting for ripples and others or allow to set up options for artillery to attack all targets or just other artillery....do i make any sense >_> ? or add laser system that would target incoming missiles or add small intercept missiles.
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Re: Anti-Missile System

Post by macuser » 09 Oct 2010, 17:22

Well another thing that may help is that the targeting system in trunk for artillery does not just target one unit but allows the missiles to be allocated between all visible units - according to how much firepower is availible
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Re: Anti-Missile System

Post by alto1234 » 18 Oct 2010, 07:08

this really is not necessary, any of this, if people would play on maps with a reasonable amount of oil instead of all this sh*t ive seen im sure this complaint would go away by itself

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Re: Anti-Missile System

Post by macuser » 18 Oct 2010, 14:46

LOL amen to that. but you know, ppl can play on whatever maps they want. however if others don't like the map they can play their own game :)

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Re: Anti-Missile System

Post by alto1234 » 18 Oct 2010, 16:38

macuser wrote:but you know, ppl can play on whatever maps they want. however if others don't like the map they can play their own game :)
people can play on whatever maps they want but an individual's choice to play on maps that are purposefully poorly designed should not ruin the game's impeccable balance for those who actually play the game as intended. i'm sure an anti-missile MOD would be welcome but really, this is not something we need, besides, think of the poor CPU!

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Re: Anti-Missile System

Post by macuser » 18 Oct 2010, 18:51

Yeah poor CPU ;) any how we don't need anti missile defense - it is just not practical - a good offense is a great defense
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Re: Anti-Missile System

Post by Black Project » 19 Oct 2010, 20:39

WarTux wrote:To be honest it sort of depends on the map you're playing. On low-oil maps, ripple turtling is likely a futile strategy...

High-oil tends to mess up the balance of the game by removing power limits, so sky-high strategies like this are feasible. :P
Yeah, but now that NTW becomes so popular among almost all games, IMO, it's too late to make people stop playing these kind of maps and go play real maps, i think even dictatorship wouldn't solve this.
alto1234 wrote:this really is not necessary, any of this, if people would play on maps with a reasonable amount of oil instead of all this sh*t ive seen im sure this complaint would go away by itself
I'm totally against this idea too. There's no solution for noobs, IMHO.
macuser wrote:Yeah poor CPU ;) any how we don't need anti missile defense - it is just not practical - a good offense is a great defense
You're right macuser, people need to know how to counter-artillery.

Regards BP

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