05-01-2018, 10:24 AM | #61 | |
Join Date: Jun 2008
Location: Cheltenham, PA
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Re: Balancing out the Missile Tank
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I'm not sure how I feel about either of those questions, I'll have to think about it some more.
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Joshua Megerman, SJGames MIB #5273 - Ogre AI Testing Division |
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05-01-2018, 11:20 AM | #62 | |||
Join Date: Oct 2005
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Re: Balancing out the Missile Tank
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The unpaved tracks from that Assault Pack really only help in swamps and rubble. Maybe "not disabled by swamp or rubble" would have some utility, but it'd be hard to build a tactic around it. Also, the ENG team needs to be able to move at M2 to make a difference. Forcing them to stack with as rewarding a target as a MHWZ helps limit the tactic. Quote:
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"Scout best path" The ENG team leads a vehicle, scouting out and clearing a special path, which the vehicle crushes back into the original terrain as it goes - forces the ENG team to stay stacked with the MHWZ. That'd be a good backstory for "Doesn't get stuck" plus it'd add drama if the ENG team is lost while that MHWZ is in the middle of a swamp. I could see that working with the ENG team at M2. "Build road" I don't see why an ENG team with tactical nukes and BPC can't lay down very expensive and toasty warm road beds very quickly - even bridges. (I think I've lost that argument several times.) Add some trucks full of supplies to the target list to limit the tactic further. I think the ENG team would have to stop to do this, or only move at M1. |
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05-01-2018, 12:33 PM | #63 |
Join Date: May 2007
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Re: Balancing out the Missile Tank
Isn't a turn representing about ten minutes? That doesn't seem like anywhere near long enough to build a mile of road.
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05-01-2018, 01:06 PM | #64 | |
Join Date: Oct 2005
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Re: Balancing out the Missile Tank
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But with tactical nukes to level anything in the way, and a long roll of BPC? I don't see the problem. Check out this mesh-laying truck. Now imagine that with a mile-long roll of thin BPC. |
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05-01-2018, 03:16 PM | #65 |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Balancing out the Missile Tank
Reality isn't the problem. There are plenty of handwavium extrapolations that allow things that on the surface are unreasonable (the range of a laser tower, for example).
The only thing that really needs to be addressed is whether or not it adds something interesting and useful to the game that feels like it fits. It's just a game, after all. Don't get hung up on trying to simulate the real world; that's not what this is supposed to be.
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GranitePenguin Ogre Line Editor |
05-16-2018, 08:43 PM | #66 |
Join Date: Mar 2008
Location: Oregon
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Re: Balancing out the Missile Tank
Give the Missile tank the ability to leave 3 attack missiles 4 hexes away and they stay in that hex for up to 3 turns. The missile tank using this ability cannot use it for three turns.
The missiles's attack are doubled in overruns.
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HCobb's OGRE Maker Yet another OGRE designer FJCestero OGRE Maker CP Alpha's new home My email |
05-17-2018, 12:47 PM | #67 | |
Ogre Line Editor
Join Date: Sep 2006
Location: Plainfield, IL
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Re: Balancing out the Missile Tank
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4 hexes away from what? what happens at the end of 3 turns? Bookkeeping yuck aside, I'm honestly really confused by this one.
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GranitePenguin Ogre Line Editor |
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05-17-2018, 02:03 PM | #68 |
Join Date: Feb 2016
Location: Lancaster, PA
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Re: Balancing out the Missile Tank
Same. I thought at first maybe they were talking about something akin to Battletech's "Thunder" munition [effectively a missile-deliverable minefield], but the bit that introduces a despawn timer / etc is throwing me. Without the context of what they do after being dropped, I can't venture a very good guess.
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Andy Mull MIB Agent #0460 Ogre 134th Battalion Lancaster, PA Imgur: https://agent0460.imgur.com/ |
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