Anti-Missile System
-
- New user
- Posts: 1
- Joined: 26 Sep 2010, 03:49
Anti-Missile System
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.
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.
Re: Anti-Missile System
I like the flak idea.
So like a phalanx gun on a battleship?
So like a phalanx gun on a battleship?
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Re: Anti-Missile System
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.
High-oil tends to mess up the balance of the game by removing power limits, so sky-high strategies like this are feasible.
Warzone nicknames: WarTux[BDC], ChuckNorris-BDC, DeathStar, etc.
Part of the Black Dragon Clan; apply today, we welcome most!
On the Warzone IRC channel you can find me hanging out with the BDC dudes or messing with the bot.
Part of the Black Dragon Clan; apply today, we welcome most!
On the Warzone IRC channel you can find me hanging out with the BDC dudes or messing with the bot.
Re: Anti-Missile System
Implement it.
My multiplayer name is Verin
Usually in ideas and suggestions.
I Am also an ASE certified technician.
Usually in ideas and suggestions.
I Am also an ASE certified technician.
-
- Rookie
- Posts: 27
- Joined: 02 Jan 2010, 03:37
Re: Anti-Missile System
well if the u.s has a T.H.E.L we sould have a T.H.E.L to!
Re: Anti-Missile System
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
Instead, I have an idea which may work viewtopic.php?f=3&t=6578&p=71116#p71116
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
- Rman Virgil
- Professional
- Posts: 3812
- Joined: 25 Sep 2006, 01:06
- Location: USA
Re: Anti-Missile System
How do you see Dylan Dog's New feature: DROID'S SHIELD working in all this. The question just came to mind impromptu. Haven't yet given it focused thought.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
- Regards, RV
.
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Impact = C x (R + E + A + T + E)
Contrast
Reach
Exposure
Articulation
Trust
Echo
.
Re: Anti-Missile System
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
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Anti-Missile System
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.
"No, you don't want to buy this Sh[beep]t from me. It shoots sideways, it was built by retard zombies in some f[beep]king outreach program." HL:G
Re: Anti-Missile System
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
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Anti-Missile System
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
Re: Anti-Missile System
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
-regards macuser
-regards macuser
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
Re: Anti-Missile System
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!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
Re: Anti-Missile System
Yeah poor CPU any how we don't need anti missile defense - it is just not practical - a good offense is a great defense
ArtRev Website
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
System: AMD Phenom II x4, 4GB RAM, 640GB HD, Nvidia GeForce GT 240 1GB, Mac OS X 10.6
- Black Project
- Regular
- Posts: 745
- Joined: 04 Apr 2008, 20:53
Re: Anti-Missile System
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.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.
I'm totally against this idea too. There's no solution for noobs, IMHO.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
You're right macuser, people need to know how to counter-artillery.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
Regards BP