Loading...
  OR  Zero-K Name:    Password:   

request for a missile descruction mod

3 posts, 202 views
Post comment
Filter:    Player:  
sort
2 years ago
Since I am working on a missile widget, can someone make a mod that focuses on missiles?

What I am thinking is to disable everything not related to missiles.

what we keep is:
missile silo (main unit)
2nd factory to produce cons.
mex (need some way to increase income)
com (some way to build, and some detection ability. No combat ability.)
basic and advanced radar
terraform (add defenses that Quake needs to overcome)
shield (add defenses that need to be overcome by shockley)
cloak (add defenses that need to be overcome by com/inferno)
Newton (I want inferno's to be the primary anti cloak ability. There needs to be someway to limit con's from decloaking targets, without adding units that kill other statics. Newtons can do this)
wind(cheep energy that can be countered by Inferno)
fusion (energy that can be countered by EOS)
Trinity (when all else fails)
AntiNuke (even trinity can fail, unless it is hit by shockley or EOS x 2)

note:
inferno need to have larger AOE and lower damage, as it's intent in this mod is decloak, to counter wind energy, and kill cons.
Shields need to be stronger, to encourage countering with Shockley, not EOS.

I think this would be a good mod to celebrate the release of my middle widget.
+1 / -0
How do you intend to adjust the prices to make it work?
+0 / -0
2 years ago
Ideally, cost would be the same, but I don't think it would work that way. These are my thoughts:

Offense should be financially rewording, meaning a good target for a missile should do more damage then the cost of the missile.

Cloak would need to cost more then Inferno, probably 3x as inferno usage against cloak is guess work.
wind farm cost more then Inferno
shields cost more then shockley
terraform cost more then Quake
missile silo/factory/fusion cost more then EOS. Both should only take 1 EOS.

I want to discourage con scouts, so their prices could be raised.
+0 / -0