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Edipus is up and ready to begin next friday.  Cadmus finishes this coming sunday.

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Author Topic: bombs  (Read 117 times)

Knightc3

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Re: bombs
« Reply #15 on: May 02, 2007, 04:35:35 AM »

I would like the bombs back. We can have 5 types of bombs:

1. Destroys population ( Depends on the votes whether it should be brought back)

2. Destroys ships. ( Should have research levels for the type and number of ships the bomb destroys)

3. Disable Ships. ( Maybe not disable all ships, but only at home, basically the ones defending. That can be a good way for the new players to catch up on the top players with big fleets defending. This kind of a bomb would allow for a greater use of alliance defense even if you have 1mill punishers at home)

4. A lower level bomb, disabling production of M/E. (  Sleeping Gas Bomb  ;D. This could become really important in the game)

5. Destroys tech levels. (Should be the most expensive, the chance of finding the bomb should be low, but the scan cost should not be too high)

If any of these bombs are accepted I would be happy to give the chance/scan cost/ bomb cost/tech level required in more detail. I have a lot of free time now.  :D

Btw, the disabling bombs would be disabling for certain amount of ticks only and not permanently.
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DirtyEvilMexican

  • Guest
Re: bombs
« Reply #16 on: May 02, 2007, 07:01:26 AM »

Quote
5. Destroys tech levels.

Now that is interesting! Would mean the tech tree would last beyond the first few days/weeks
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Knightc3

  • Guest
Re: bombs
« Reply #17 on: May 02, 2007, 07:19:47 AM »

Here is the breakup. Its set to current ship stats.

Population destroyer- Dirty Bomb:

tech level:1/2/3/4/5
bomb detection chance: 90%/85%/75%/55%/30%
bomb cost:15500/12500
Amount affected(A/M):13000(2/3)/21000(3/5)/28000(5/6)/40000(8/8)/(13/13)65000/(20/20)100000

Ship Destroyer- Shrapnel Bomb:

tech level:1/2/3/4/5
bomb detection chance: 85%/75%/60%/45%/30%
bomb cost:10000/8000
Amount affected:Only hawks(750)/puns&hawks(2.5:1)-3500ships/+scavs(2.5:1:0.45)-8500 ships /+nems+disc(2.5:1:0.35:0.3)-14000/+lurkers(2.5:1:0.35:0.33:0.25)-22000

Disable Ships- EMP Bomb:

tech level:1/2/3/4/5
bomb detection chance: 70%/55%/45%/35%/15%%
bomb cost:5000/7500
Amount affected:(Same as Shrapnel bomb)

Disable Production- Catalyst Bomb

tech level:1/2/3/4/5
bomb detection chance: 90%/75%/45%/30%/15%
bomb cost:8000/4500
Amount affected: (Same as pop in Dirty bomb)
« Last Edit: May 02, 2007, 07:45:58 AM by Knightc3 »
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Merv

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Re: bombs
« Reply #18 on: May 02, 2007, 01:13:24 PM »


The destroy tech tree one sounds good and the production slow down one sounds good aswell. but i think bombs should be found through the old type scan bonus so there little in the game, rather than just building them unless they cost a stupid amount to construct or the bomb takes a long time to build and while building income is halved for the duration.

or if a bomb is being built and you get attacked heavily then there is a chance the bomb could be either destroyed or go off causing damge to your planet.
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Ploppyplop

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Re: bombs
« Reply #19 on: May 02, 2007, 03:16:46 PM »

Yeah, I like the whole bombs idea, but I think that they should be fairly rare-ish, or very expensive.
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Winawer

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Re: bombs
« Reply #20 on: May 02, 2007, 06:02:40 PM »

I don't really like the idea of a tech bomb, but I could probably live with it if it was expensive enough.
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DirtyEvilMexican

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Re: bombs
« Reply #21 on: May 02, 2007, 06:06:13 PM »

Should take aslong to make and be as expensive as the techs are.
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Winawer

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Re: bombs
« Reply #22 on: May 02, 2007, 06:09:19 PM »

Different techs take different amounts of resources and time.
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Ploppyplop

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Re: bombs
« Reply #23 on: May 02, 2007, 06:14:13 PM »

I think he meant generally...

I think they should probably be roughly the same as high end techs, maybe a little more.
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Knightc3

  • Guest
Re: bombs
« Reply #24 on: May 02, 2007, 07:09:39 PM »

The basic idea behind my bomb types is to introduce a little more strategy option for those who like to have it. Otherwise there is always the brute force. If you go through the stats, I have kind of taken into account the cost of ships and pop when I thought about the stats at different levels.   :D

For example, a well timed EMP bomb before a mass attack will go a long way in helping the attackers. It will also introduce a timing factor for the attack because of the delay in the detonation of the bomb like the previous rounds.
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Eldrad

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Re: bombs
« Reply #25 on: May 03, 2007, 11:43:20 AM »

I don't really like the idea of a tech bomb, but I could probably live with it if it was expensive enough.


No, i don't particularly like it either, but the point that it would allow the tech tree last more than a few days/weeks is valid.
I have an idea, but i think it needs it's own thread.
(Tech tree suggestions.)
« Last Edit: May 03, 2007, 11:52:41 AM by eldrad »
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TheEmpireOfMan

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Re: bombs
« Reply #26 on: May 03, 2007, 11:35:42 PM »

i would have to go with yes cause they were a little fun and made the game more tactical but instead of scanning for bombs how about a bombsquad that can defuse a bomb you can raise it from the tech page to combat diffrent bombs but not all and there would still be a small chance that it will still detonated

i agree with you but a tech tree bomb doesnt sound good to me... i mean how does a bomb destroy knowledge? if we had construction in this game you could bomb buildings but... knowlege?
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TheEmpireOfMan

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Re: bombs
« Reply #27 on: May 03, 2007, 11:39:48 PM »

Never played with these so called bombs but they sound fucking sweet. Vote yes but you should make them expensive and they should have a life span and you cant have more than one cause then the rich will buy thousands and there should be a possibility that they blow in your face.. hahaha.. jk

actually that sounds liek a good idea like if you keep them at your base for too long they might explode

or even better another tech level for recon and make it to where you can disable bombs with a signal or something this would give a better reason to get Recon tech 5 or something
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Zhou_tai

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Re: bombs
« Reply #28 on: May 04, 2007, 01:50:50 AM »

i agree with you but a tech tree bomb doesnt sound good to me... i mean how does a bomb destroy knowledge? if we had construction in this game you could bomb buildings but... knowlege?

well even with the knowlege you still need a place to build these things and it could be like destroying research that your citizens would have to rebuild
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TheMaster2007

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Re: bombs
« Reply #29 on: May 30, 2007, 03:27:21 PM »

as long as i dont get bombarded every hour of my day, thats a good idea.
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