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IDProjectCategoryLast Update
0000539AI War 1 / ClassicSuggestion - New Unit Ideas - WarheadsOct 15, 2010 12:04 pm
ReporterMoonshine Fox Assigned To 
Status consideringResolutionopen 
Summary0000539: MIRV
DescriptionA missile which, when blows up, the following happens:
200 "Subwarheads" are launched, all but 2 of which are "escort warheads" and all are cloaked. They all head towards the command station then warpgate. Escort warheads will deal 10k damage to whatever target they hit (no area damage). If a ship shoots at a "real" warhead or an escort warhead's health drops below 50 percent, it goes after a shooting enemy ship.

Real warheads deal deal 100k damage apiece to whatever target they hit (no area damage). Escort ones will not target command stations and the like and will instead attack nearby ships if the non-escort ones hit their target. If the command station is destroyed before the second real warhead detonates, the escorts continue guarding it as it goes after a warpgate.

All subwarheads have medium-low armor (say 30k) and are also reasonably fast (30? 40?). They cannot be ordered around.

A fixed 5 progress cost for launching the subwarheads +whatever would normally be incurred by losing a command station. I'm kind of debating about this one, since 25/35 progress is ridiculously expensive for this kind of missile.

High cost (say 750k metal/500k crystal).

Launching fails if:
there is no scouting data for the planet, or
the planet is not an enemy's

In those cases, the missile does something like 750k area damage.

Basically, good for when you have copious defenses and want to take out a planet from afar.


Originally by: RCIX
http://www.arcengames.com/forums/index.php/topic,2745.0.html
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Issue History

Date Modified Username Field Change
Oct 15, 2010 11:05 am Moonshine Fox New Issue
Oct 15, 2010 12:04 pm Chris_McElligottPark Status new => considering