View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0015442 | AI War 1 / Classic | Suggestion - New Unit Ideas - Warheads | Jun 19, 2014 7:34 pm | Jul 6, 2014 10:34 pm | |
Reporter | crawlers | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.035 | ||||
Summary | 0015442: Zombie/Reclaim Warhead | ||||
Description | If reclaim warhead, then similar to lightning warhead, except it tries to deal only enough damage to ensure the target is reclaimed, then moving into the next, and if it runs out of targets, then it goes back to finish off what it damaged. Higher mk's similar to how the lightning warhead works, possibly also taking advantage of how more reclaiming is done by higher mk reclaimers vs lower mk targets. if zombie warhead, then targets a finite number of units, starting with highest mk units first, assuming the target is reclaimable. Higher mk would increase targets and aoe. Could add one or both. | ||||
Tags | Warhead | ||||
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I imagined more of an AoE burst of... nanites..? That deal x damage per Mk level, and if that damage is enough to 'destroy' the targets then the targets become reclaimed instead, possible using zombie logic (Would the HCS have enough operators to sudenly take on the extra ships?) for balance. Reclaimation still having to follow the same rules about whether it is reclaimable, or only by higher Mk level etc |
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if I remember correctly, reclamation damage is x8 the regular damage vs same mk, every mk the target is above, this value is half, and every mk the target is bellow its x2 (exept that from 2 to 3 marks bellow it goes from x32 to x48, and from 3 to 4 it goes from x48 to x64) http://arcengames.com/mediawiki/index.php?title=Capture_and_Reclamation so even a mk 1 reclaim warhead would be able to reclaim mk 4 units, but if its a mk 3 reclaim warhead vs mk 1 units, much of the possible reclaiming is wasted if it deals enough damage to each unit to kill it. |