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Planetwars Testing

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Date Editor Before After
3/30/2018 3:25:43 PMCZrankpsaniac before revert after revert
3/26/2018 6:43:19 PMCZrankpsaniac before revert after revert
Before After
1 I see you're intrested in my superweapon idea. 1 edit: Nevermind. Too overcomplicated.
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3 The superweapon is a building which requires upgrading to be useful. You have to build the T1 version, then upgrade it to T2, then upgrade to T3.. If you have enough metal, you can build multiple tiers at once.
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5 The superweapon consumes the teams energy and puts it into its own storage. Energy cannot be taken out.
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7 Tier0 (default): Does nothing. Cannot be destroyed. Preset place on the galaxy map, like artifacts.
8 T1: Cost: 500Metal, Upkeep:150Energy/turn, Activation time: 7 turns, 20000 energy storage, 3x bomber resistance
9 T2: 750M 350E/t 7 turns 35000E storage 4xBR
10 T3: 1500M 500E/t 11 turns 80000E storage 7xBR
11 T4: 2500M 1000E/t 11 turns 150000E storage 9xBR
12 T5: 5000M 2500E/t 16 turns 500000E storage 17xBR
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14 Depowering: A depowered superweapon just doesn't charge. It retains its energy storage. Unlike other structures, it doesn't need time to reactivate after power loss.
15 Disabling: If the superweapon is destroyed in battle or the planet changes owner, it gets disabled like other structures for 2x activation time. It starts losing energy, since it has effectively 0 energy storage. (Does the spend metal to rush activation thing work for disabling? I have no idea)
16 Destroying: I wanted to make superweapons somewhat destructible, but impossible to destroy completely. Can only be destoyed by ridiculous bomber spam or scrapping. 2x bomber resistance just means that it counts as 2 structures for bombing purposes - this is meant to counter ridiculous bomber spam, since superweapon sites are not meant to be in safe places on the galaxy map. Both methods of destroying only lower the tier by 1. Scrapping can only be done if superweapon is not disabled and doing it disables the superweapon.
17 Losing energy: When stored energy is higher then maximum energy (if disabled= max energy 0), it will lose stored energy at the same rate it would be gaining it otherwise
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19 The superweapon can be activated if:
20 It's not disabled
21 No abilites are on cooldown
22 Ability cost is lower then current stored energy AND max energy storage
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24 Here's a draft superweapon:
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26 Ancient Time Dilation Device
27 Weak ability(10000E, cooldown 7 turns): Your faction gets to attack twice this galactic turn.
28 Moderate ability(50000E, cooldown 11 turns): Your faction gets to attack twice for 4 galactic turns.
29 Super abilty(250000E, cooldown 16 turns): Your faction gets to attack twice for 16 galactic turns.
30 (This superweapon is priced kinda weirdly, since having a lot of turns at once gives the enemy less time to react and is therefore better. Numbers subject to change.)
31 Weak abilty is designed to give you a moderate strategic advantage right now.
32 Moderate ability is designed to turn the tide or break the stalemate.
33 Super ability should make you strong if you are otherwise losing, and should make you almost certainly win if you are not.
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35 I tried to make things as consistent as possible with other structures and mechanics of PW. (It was made consistent with structure mechanics documented on the wiki. I made a few asupmtions about some details.) The numbers are based off of my limited PW experience and current structure costs. The numbers will need a lot of tweaking(I gave them a lot of thought, but thats never enough), but the general idea fulfils the requirements (and fun).
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37 Also, about artifact galaxy map placement: Don't put them in overly safe areas. If you put them in overly contested areas(like the middle spot on the current galaxy map), buff the specific superweapon. Do not make maps where every faction can have the same amount of superweapons.
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39 Constructive criticism (and praise) welcome.
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