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Thread: Will there be cruise missiles in the game?

  1. #11
    Taking out the enemy carrier by 'backing up to it' and using tomahawks was my favourite 'win' tactic from the original :-) Being able to launch a limited-range subnuclear warhead from island-to-island would be great, so long as you can be actively involved with it...

    e.g. You have to successfully land a manta with a 'homing pod' on the enemy island
    or You have to have a walrus laser-designate the spot for the missile
    or A walrus dispatches a 'squad' of marines who can infiltrate and use the walrus' long range comms pod to relay targetting back to the island...
    or The carrier has to be in range of the island.
    etc etc.

    The interesting thing is that if the cruise missiles have a limited range, then you can use them to crack particularly hard nuts by making an island into a temporary bridgehead, but you cannot then sit a silo back on your stockpile island and rain destruction anywhere (a-la nuclear weps in Command&Conquer games).

  2. #12
    Quote Originally Posted by nww02 View Post

    e.g. You have to successfully land a manta with a 'homing pod' on the enemy island
    or You have to have a walrus laser-designate the spot for the missile
    or A walrus dispatches a 'squad' of marines who can infiltrate and use the walrus' long range comms pod to relay targetting back to the island...
    or The carrier has to be in range of the island.
    etc etc.
    How about getting a 30 second warning before the missile reaches its target area, then you guide it in manually? dodging AA and other delights as you do?.. its what i used th Comms pod manta for in the original game, and was highly enjoyable.

  3. #13
    Quote Originally Posted by Malligant View Post
    How about getting a 30 second warning before the missile reaches its target area, then you guide it in manually? dodging AA and other delights as you do?.. its what i used th Comms pod manta for in the original game, and was highly enjoyable.
    Yeah, that'd be great! I'd just have a manta 'holding'. Once you see the cruise missile enter range, you could select it and tell the manta to 'defend' and let the AI sort it out, or try and do a little damage yourself :-)

    For BVR, the chance to hit the command center could based on the distance from the island it was launched from, whether there's any friendly unit nearby, and increase the chance to hit if that unit is 'lasing' the target, perhaps using a secondary weapon which could be an ultra-low-power targeting laser.

    Impact distance from chosen target = 0m if friendly is 'lasing' target i.e. happens to have a targeting pod;
    RAND()%(distance of nearest friendly / 10m) if a friendly is nearby; (e.g. a walrus parked 1Km out to sea, will give a 100m hit radius).
    otherwise RAND()%(100m+distance_between_islands/10m); (e.g. 10km = 100m+1000m = 1.1Km);

    all these multiplied by a 'fuzz factor' if there's a jammer about

    Perhaps you could even choose what kind of warheads to use? Incendiary (wide-effect, but low damage), high explosive (narrow effect, high damage) or armour piercing (pinpoint effect, but extreme damage - near to useless without a lased target). Maybe even 'cluster' bombs, or a well-timed EMP pulse to cover your Walrus's hack run :-)

    In this way you could have two islands knocking lumps out of each other with a mix of incendiary and HE, but not necessarily doing a heck of a lot of damage, just softening the target for you, while you're off attacking or rearming elsewhere. Then you could shift the missile type to armour piercing, and then guide it in with a manta, as you suggested, doing huge damage to the CC, or alternatively dropping an EMP which stuns the island's defences long enough to get a walrus up the beach and hack something? :-)

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