I want to implement a nuclear suicide tank in ZK. Basically a nuclear bomb on treads.
This is a thread for designing it in further detail.
The things that can be assumed to be more or less solid atm are:
- No weapons except BOOM.
- Reasonably slow speed.
- Reasonably heavy armor for its price.
But there are also some aspects of this unit that are undecided, and ones that i'd like to finally decide on before i get to actual Spring implementation work on it (there's still a bit of texturing to do before there).
BUT CAN IT FLY?The primary balance concern in implementing a nuke that is immune to Antinuke interception is that with the help of a few newtons, it could be made into an unstoppable version of Trinity. There are two possible ways to alleviate that that i see right now:
1) Make launching it too expensive - if one launch costs more than, say, a Zenith, then you're just making a top-tier superweapon with less reliability and absurdly high operating costs. This can be achieved by making it too heavy (and require a very expensive Newton array), or simply too expensive.
2) Make launching it too risky - if it has to be on solid ground to explode properly, then after being thrown, it will be vulnerable to interception for a time. And you won't be able to scout for an Anti to prevent this, nor even ensure an accurate landing zone. And presumably the tank costs more than 3k, so you're risking more metal than an actual nuke launch would risk. And the enemy gets the reclaim if you fail.
Possibly there are more approaches to this.
WHATSITSNAMESeveral ideas have been proposed. I wonder which one is better, though:
Fatboy - references a historical TA unit name, but reimagined (Supcom also did that). Also references the two historic nuclear weapons used in war.
Sprawler - references the main inspiration for this concept, the Sprawler Juggernaut from Dark Reign 2
Doomsday Machine - former name of what is now Desolator, and one that is more fitting on this type of an infernal device rather than on a medium-range defense turret.
MAD Tank - refers to the Mutually Assured Destruction complex, as well as the Soviet suicide tank from Red Alert. Except this one
is going to kill infantry.
SHINY BUT HOW SHINYZK has two types of nuclear explosions atm:
- the smaller Singu-grade explosion - shared by advanced geothermal, singularity reactor, and the Detriment;
- and the Trinity-grade explosion, currently unique to Trinity.
How big should the tank blow up?
APOCALYPSE HOWCurrently, all suicide units in ZK blow up as bad when killed as when manually detonated. But for a strider-level toy, this consistency is not mandatory, especially if an inconsistency can bring more Cool Factor or make it easier to balance. There are some options here:
1) The unit can have an armed or unarmed state. When destroyed or self-destructed in armed state, it goes full nuclear. When destroyed in an unarmed state, it doesn't blow up that big.
2) The unit can have its self-destruct weapon be an actual weapon, activated with an one-click button, like Krow's carpet bombing. Activating the detonation sequence would decloak the unit and give the enemies some time to flee in terror or try to prevent the sequence's completion. Then boom. Destroying the unit before the detonation sequence is complete results in a normal-sized boom.
3) Consistent ZK suicide. Always blow up nuclear. Storing one of these anywhere near your own units and getting it ambushed by the enemy means you're cooked.
I think i prefer the second of these options: when used with cloak it ensures the bomb has to decloak before blowing up, creating interplay; the detonation can be constrained to only work on firm ground to prevent it being too abusive with newtons or transports. The first option could work like that as well, but then an armed bomb would have to be always uncloakable or there's little penalty to pre-arming it and sneaking it armed; and airlifting or throwing it should disarm it on leaving ground, which is kludgy.
Both 1) and 2) have elevated Cool Factor because they allow the unit to visibly open its safebox and demonstrate the SHINY inside.
SHOW ME THE MONEYThere's also a question about how much the thing should cost.
1) I think it should definitely cost
less than 10k - an armed Trinity costs 7k for silo and 3.2k for missile.
2) It should probably cost
more than 3.2k - that is, a single Trinity missile.
Is a slow-moving but anti-proof, cloakable, teleportable, airdroppable nuke worth 10k? How much would you pay for such a toy before it becomes useless, or how little before it breaks the game?