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Superweapons
SeraphsWrath
post 20 Nov 2015, 23:18
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I am mainly concerned that, since the key elements of a Scud storm or nuclear missile are Area-of-Effect Damage-over-time contaminants mostly dangerous against infantry and light vehicles, they will become of little use against ships, unless radiation/toxin damage is buffed to an over-powered degree. So, I thought of some new superweapons that might better suit naval warfare (and a possible replacement superweapon for Alexander). I didn't include any damage values, since I have no idea what the HP of ships or buildings will be.

GLA/Dr.Thax: Armor-Eater
Key elements in the GLA, led by Dr. Thrax, had noticed that, even against tanks or structures, toxins had little effect. Now, the realization that toxins alone could not hope to combat these heavily-armored warships took hold, and orders for a new weapon were issued, as the might of the US started to crush the puny wannabes of a GLA navy against the fiery wrath of China. Forced to turn to the unstable Dr. Thrax, who had escaped US imprisonment in Gitmo, GLA leaders pledged an alliance and promised facilities for their prodigal, lunatic general, desperate that he could devise some sort of weapon against heavy armor. And, against all odds, the mad scientist came through just in time to save the remnants of the GLA in the Third Battle of the Philippines with a missile that held a deadly payload of oxidizers. Upon contact with metal, the oxidizers would immediately begin reacting, rusting the armor into non-existence. It also has an effect, albeit far less dangerous, on infantry. Unfortunately, since one of the crucial reactants is water, the duration of the effect is halved when used on land.
Limitations: Land duration halved.
Upgrades:
GLA: Improved chemicals- increases damage by 25%
Dr. Thrax (starts with improved chemicals): Persistent Compunds- increases the duration of the effect by 30%

/Gen. Leang: Kanghui's Wrath
Based on the success of the Earth-Shaker and the approaching GLA and potential USA threat, Leang felt pressured to develop a new superweapon that would harness the power of the oceans. She built a modification of the Earth-Shaker that, instead of creating an earthquake, generates a series of large, circular rouge waves and shockwaves from the shell's impact site, which can overturn ships, damage water structures, and can overflow onto land, destroying ground vehicles and infantry.
Limitations: Not very strong against land structures, cannot target land areas directly .
Upgrades:
Smart Targeting: Decreases damage dealt to friendly ships by 15% (flood damage remains the same)

Alexis Alexander: Cryonic Particle Uplink Cannon (replaces the Advanced Particle Uplink Cannon)
A product of a fit of boredom and the inventive genius of Gen. Alexis Alexander, the Cryonic Particle Cannon still deals incredible damage in a precise, steerable manner, but, instead of lighting things on fire, it freezes them solid. It can be used to temporarily freeze ships together, create destructible ice-walls (note: ice walls are too slippery for infantry or vehicles to cross), or create a large iceberg that can block a channel. However, due to the synthetic nature of the ice, it melts within 40 seconds of creation.
Upgrades:
Enhanced Cryonics: Ice lasts an additional 10 seconds.
Damage: Same as Advanced Particle Uplink Cannon, + DoT to frozen ships and vehicles.
Cost: $4000
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Zeke
post 21 Nov 2015, 6:58
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QUOTE (SeraphsWrath @ 21 Nov 2015, 6:18) *
I am mainly concerned that, since the key elements of a Scud storm or nuclear missile are Area-of-Effect Damage-over-time contaminants mostly dangerous against infantry and light vehicles, they will become of little use against ships, unless radiation/toxin damage is buffed to an over-powered degree. So, I thought of some new superweapons that might better suit naval warfare (and a possible replacement superweapon for Alexander). I didn't include any damage values, since I have no idea what the HP of ships or buildings will be.

I like how you shot down the purpose of your own suggestion at the start.

GLA/Dr.Thax: Armor-Eater
Key elements in the GLA, led by Dr. Thrax, had noticed that, even against tanks or structures, toxins had little effect. Now, the realization that toxins alone could not hope to combat these heavily-armored warships took hold, and orders for a new weapon were issued, as the might of the US started to crush the puny wannabes of a GLA navy against the fiery wrath of China. Forced to turn to the unstable Dr. Thrax, who had escaped US imprisonment in Gitmo, GLA leaders pledged an alliance and promised facilities for their prodigal, lunatic general, desperate that he could devise some sort of weapon against heavy armor. And, against all odds, the mad scientist came through just in time to save the remnants of the GLA in the Third Battle of the Philippines with a missile that held a deadly payload of oxidizers. Upon contact with metal, the oxidizers would immediately begin reacting, rusting the armor into non-existence. It also has an effect, albeit far less dangerous, on infantry. Unfortunately, since one of the crucial reactants is water, the duration of the effect is halved when used on land.
Limitations: Land duration halved.
Upgrades:
GLA: Improved chemicals- increases damage by 25%
Dr. Thrax (starts with improved chemicals): Persistent Compunds- increases the duration of the effect by 30%

Anthrax beta and anthrax gamma already does this. Also toxins being ineffective against tanks is not true, especially with anthrax gamma.

/Gen. Leang: Kanghui's Wrath
Based on the success of the Earth-Shaker and the approaching GLA and potential USA threat, Leang felt pressured to develop a new superweapon that would harness the power of the oceans. She built a modification of the Earth-Shaker that, instead of creating an earthquake, generates a series of large, circular rouge waves and shockwaves from the shell's impact site, which can overturn ships, damage water structures, and can overflow onto land, destroying ground vehicles and infantry.
Limitations: Not very strong against land structures, cannot target land areas directly .
Upgrades:
Smart Targeting: Decreases damage dealt to friendly ships by 15% (flood damage remains the same)

While navy will be a big thing in this mod. Most of your forces will still be on land, therefore making a superweapon that's more effective against water units while less effective against land units is a bad idea. Also, the Earth Shaker doesn't exist in this universe. this isn't ShockWave.

Alexis Alexander: Cryonic Particle Uplink Cannon (replaces the Advanced Particle Uplink Cannon)
A product of a fit of boredom and the inventive genius of Gen. Alexis Alexander, the Cryonic Particle Cannon still deals incredible damage in a precise, steerable manner, but, instead of lighting things on fire, it freezes them solid. It can be used to temporarily freeze ships together, create destructible ice-walls (note: ice walls are too slippery for infantry or vehicles to cross), or create a large iceberg that can block a channel. However, due to the synthetic nature of the ice, it melts within 40 seconds of creation.
Upgrades:
Enhanced Cryonics: Ice lasts an additional 10 seconds.
Damage: Same as Advanced Particle Uplink Cannon, + DoT to frozen ships and vehicles.
Cost: $4000

Uncodeable/Would be a big pain in the ass to do even if it was.


Ships are merely normal units on water, they are affected by superweapons in exactly the same way ground units are, so, IMO, these changes are pointless and I doubt they would go in.


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SeraphsWrath
post 21 Nov 2015, 23:52
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QUOTE (Zeke @ 21 Nov 2015, 7:58) *
Ships are merely normal units on water, they are affected by superweapons in exactly the same way ground units are, so, IMO, these changes are pointless and I doubt they would go in.


Okay, I was just trying to think of a way around the "Anthrax Gamma only available for Dr. Thrax" thing.

Thanks for the tip, though. I didn't know that the Earth-Shaker, or other Shockwave-specific generals, would not exist.

Oh, and I wasn't meaning to "shoot myself down," I was just expecting that a destroyer, a fairly common unit, would have more armor and health values than a tank, to reflect upon real-life. I didn't know exact numbers, so I didn't want to say, for example, "400 damage," if 400 damage is less than the health of a power station (which it is in Vanilla ZH.)

Thank you.
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n5p29
post 22 Nov 2015, 5:42
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I think we've explained this already somewhere: Tidal Wars setting is directly after original Generals, not Zero Hour. so the new additions introduced in ZH might or might not return one way or another in this mod. the generals are not quite like what you see in ZH either.


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SeraphsWrath
post 8 Dec 2015, 2:12
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QUOTE (n5p29 @ 22 Nov 2015, 5:42) *
I think we've explained this already somewhere: Tidal Wars setting is directly after original Generals, not Zero Hour. so the new additions introduced in ZH might or might not return one way or another in this mod. the generals are not quite like what you see in ZH either.


Oh. Wow, I didn't exactly realize that. That will be interesting.

Oh, and it's still alive, right? Will we see a Holiday Update? Or is that a little too soon?

This post has been edited by SeraphsWrath: 8 Dec 2015, 2:14
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n5p29
post 8 Dec 2015, 7:17
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I can't answer that. sorry. tongue.gif


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