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Author Topic: Air strike thoughts.  (Read 1538 times)

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January 24, 2019, 05:33:12 AM

Offline t78

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Air strike thoughts.
« on: January 24, 2019, 05:33:12 AM »

I heard a reference in one of Corey’s videos to changing bombing runs. I might have heard something about a “cost” to using them. Last night I had a brainwave and wondered if there was anything useful in the system that popped into my head:

Ground battles have an income to buy sensor nodes and turrets. That is already in, but what if bombing runs could be linked to this money? What if orbital bombardment cost something?. You could use it all at once, or sparingly, but once the money is used then it is all gone.

Furthermore, is it possible to tailor the type of bombing run to the money used? Say you could use a tie fighter to do a strafing run- much faster reaction time than a bomber and much cheaper, but less powerful. (I do not propose control of aircraft in the same way one controls airspeeders- it would be just that, a run over a target with minimal manouvering)

Thus:

Tie fighter- fast reaction time and cheap, but weak.
Y-wing/ Tie bomber- standard.
X-Wing/Claw craft- fast reaction time, tough, and powerful, combining the strafing of a fighter with the shock of a bomber. Less of an area effect than bombers. Both missiles and lasers- very expensive.
Assault shuttle- missiles only- like the X-Wing, but without lasers to add to the destruction- expensive, slower.

Orbital drop- drops vehicles and troops anywhere on the map other than the reinforcement points- expensive, and only for some types of units. A possible fix for jump troopers? 

[Also: a possible Fall of the Republic unit- deploying vulture and hyena droids, but locked in ground mode for balance reasons- they’d be in the flight mode for the bomber and fighter slots]. Powerful, but fragile and expensive. Non-buildable except as an alternative to bombing runs. Only usable when you have fighters of either type in a fleet in orbit.

Orbital bombardment- very expensive, very powerful. Concentrated in a small area, but can be reused to spread destruction over a wider areas at the cost of using up all credits.

World Devastator- a unit/building is sucked off the map by an off-map devastator and added to the credit tally. This is a horribly game-breaking idea, and I have no idea how to create a cost for a self-supplying war machine, even when it is off-screen. I'm absolutely open to ideas for this one.

Finally:

Command vehicles like the Floating Fortress, Juggernaut or Heavy Tracker would add a small increase to the ground combat income when deployed, but once only. After that, they’d provide the use they usually do, and spamming the map with command vehicles would not allow you to bombard your way to victory- only the Chariot would provide further [minor] credit increases multiple times, but even then only two or three times, as befitting their small, weak nature.

That is my idea, and I fully expect it to be impractical. However, if there are bit of it that are useful, then feel free to mine it for ideas.

January 24, 2019, 11:18:21 AMReply #1

Offline Golden Robot

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Re: Air strike thoughts.
« Reply #1 on: January 24, 2019, 11:18:21 AM »
it will be quite interesting to see what the team does with that. as a bandaid solution to bombing and orbital spam i've been using ground based shield generators despite how useless they are in most situations at least as far as I know

 

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