V1 Flying Bomb

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Puss_in_Boots
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V1 Flying Bomb

Post by Puss_in_Boots » Sun Jan 28, 2018 1:57 am

Seriously guys, stop discussing it here:
viewtopic.php?f=56&t=962

This will be the launcher.
Image

The weapon is carried around on this thing.
https://www.google.com/search?q=v1+rock ... 8z-ambb1zM:

The launch pad will consume any V1 rocket in a tile nearby.

Otherwise, it will stay in TC with 0 movement.

Range: 250 km
Last edited by Puss_in_Boots on Sun Jan 28, 2018 7:53 am, edited 1 time in total.
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Re: V2 Flying Bomb

Post by General Brave » Sun Jan 28, 2018 2:24 am

It's so it has to be built or assemble in some place? Anyways you didn't tell me how big the images.
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Re: V2 Flying Bomb

Post by Puss_in_Boots » Sun Jan 28, 2018 7:20 am

64 by 64 for average sizes. 64 x 128 for planes or tall structures.

Yes. It must be assembled in the cities. The launch pads fire the rockets away.

Samuelch wants a one build and one time use type of building.

Another way to do it is to have an city build it. Where it can be launched from.

Needs research, "Rocket Propulsion."

We need 4 images total.
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Re: V2 Flying Bomb

Post by Stratego (dev) » Sun Jan 28, 2018 7:39 am

"It must be assembled in the cities"
or it can be a thing that can be built by engineers

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Re: V1 Flying Bomb

Post by Puss_in_Boots » Sun Jan 28, 2018 7:55 am

Corrected the topic name.

I forgot we already had engineers implemented in game. They would be very useful for rocket constructions.

How far should these things go?

Looking at it's range. It might reach the whole, "visible," map.
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Re: V1 Flying Bomb

Post by Stratego (dev) » Sun Jan 28, 2018 8:07 am

it can be a whole map thing - it could be maybe a "plane" kind of thing with different image - with a vanishing so you must direct it to target shortly.
so eg. you have 3 turns to direct it to target and can fly 12 tiles per turn

what do u think?

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Re: V1 Flying Bomb

Post by Midonik » Sun Jan 28, 2018 9:02 am

Might work.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
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Re: V1 Flying Bomb

Post by Stratego (dev) » Sun Jan 28, 2018 9:28 am

Midonik wrote:Might work.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
no i dont want fuel in the game, if they are strong than we should nerf them, by power or speed, or buff anti air units.
but no fuel like stuff that kills the joy - imho

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Re: V1 Flying Bomb

Post by Puss_in_Boots » Sun Jan 28, 2018 2:41 pm

This is the image of the rocket in flight.
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Re: V1 Flying Bomb

Post by General Brave » Sun Jan 28, 2018 3:27 pm

Can someone make a section that explains what every unit does for this game, I haven't played military games in a long time so I vaguely remember what does what.

And also, you don't want the plane to have vanished? But that could be a game mode option where certain units need to return to base to refuel. Usually the bigger planes have bigger fuel which means they could fly farther away. Perhaps add landing field that doesn't add up to production, it refuel your planes and heal them while it also could be captured by the enemy.
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Re: V1 Flying Bomb

Post by Puss_in_Boots » Sun Mar 04, 2018 3:45 pm

I still haven't forgot.

V1 rocket carrier.
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Re: V1 Flying Bomb

Post by General Brave » Sun Mar 04, 2018 4:14 pm

Wunderbar.
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Re: V1 Flying Bomb

Post by Puss_in_Boots » Tue Oct 09, 2018 2:07 am

Remastered.
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Re: V1 Flying Bomb

Post by Puss_in_Boots » Thu Oct 11, 2018 9:07 pm

Double Revisions.
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Re: V1 Flying Bomb

Post by Stratego (dev) » Thu Sep 19, 2019 6:13 pm

i read and watched a few videos about V1 and V2.

so my suggestion is:
both shoud be a "building like" thing, so must be built by engineers.
once it is ready it has an ability to launch "itself" having a cost of sacrifying himself, the effect is a "fireball" llike green "drag and confirm" like thing, and the animation will be a great rocket going to target inflicting damage.

range the V2 will have bigger range than V1, eg.
v1 : 10 tiles,
v2: 18 tiles.

damage will be almost the same eg. 100 on targe tile, 50 on second tile 10 on third tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)

the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM

building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.


what do u think?

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Re: V1 Flying Bomb

Post by Puss_in_Boots » Thu Sep 19, 2019 11:33 pm

No quarrel here as long as the subject of this topic finds implementation.
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Re: V1 Flying Bomb

Post by Stratego (dev) » Fri Sep 20, 2019 5:14 am

i will implement it if all forumers agree who would say later it was a wrong way lol :)

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Re: V1 Flying Bomb

Post by Stratego (dev) » Thu Nov 21, 2019 7:54 pm

please everyone write here opinions on my suggested implementation - thanks!

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Re: V1 Flying Bomb

Post by Stratego (dev) » Sun Dec 01, 2019 11:36 am

i see great interest here! :)

little rethought:

range the V2 will have bigger range than V1, eg.
v1 : 9 tiles,
v2: 14 tiles.
it will be tartgeted as normal attacking abilities and ONLY buildings will get targeted, after launching the launch site vanishes.


damage will be almost the same eg. 30 on target tile, 10 on second tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)



the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM

building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.

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Re: V1 Flying Bomb

Post by Puss_in_Boots » Tue Dec 03, 2019 1:07 am

Sounds great.
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Re: V1 Flying Bomb

Post by Jasondunkel » Wed Dec 04, 2019 4:44 pm

So I'm not a fan of v1 / v2. The v1 was then shot down quickly. Both rockets were things that were fired at cities. With moderate success and rather terror effect. Like the a-bomb, the rockets would not do the game well.

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Re: V1 Flying Bomb

Post by godOfKings » Wed Dec 04, 2019 5:23 pm

May b give rocket low sight (so u need actual units to spot the building b4 firing)
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Re: V1 Flying Bomb

Post by Stratego (dev) » Thu Dec 05, 2019 11:36 am

good idea!

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Re: V1 Flying Bomb

Post by Stratego (dev) » Sat Dec 07, 2019 12:21 pm

i was about to put this in but i see we still need image for the ramp+v1 rocket as that will be the structure that launches the v1 and vanishes.
has anyone idea how to?

he problem is that the ramp image will be directed to somewhere (left or right or up or down or sideways) but launcheing would be to any direction. (we dont have direction-restricted targeting and direction set-construction options yet)

any idea how to come over this visuality problem?

maybe a quadruple ramp pointing every 4 directions? :)

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