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Our last update was all about improving planets, this week we're blowing them up.

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Super Weapons in Empyrean Frontier

These last 2 weeks, I've been working on adding super weapons and other support powers with manual casting ability. I'm a firm believer that there's a place for ridiculously powerful super weapons in any RTS, provided that the cost and cooldown times can be appropriately balanced. While the ability to destroy a planet may be insignificant next to the power of the force, it's still pretty cool looking in a video game.


Several tech buildings in the game will grant the player the ability to cast various game-changing abilities. These tech buildings require a large investment (especially for the "main" super weapon) and the abilities are placed on a significant countdown timer. So far, I've implemented 2 examples of what could be called super weapons, and I expect each of the two planned factions to end up with one main super weapon and 2 or 3 lesser support powers.


Super Laser: (ultimate super weapon)-the super laser has 2 different firing modes, each sharing a cooldown timer-the first mode fires 10 bursts at random enemies in the target area, causing heavy area of effect damage-the second mode fires a single high powered burst, ideally into the core of a planet or moon, instantly destroying it

Microwave Overcharge: (support power)-normally used to transmit power to expansions and outposts, the microwave transmitter can be overloaded to temporarily disable all ships in the target area

Other planned support powers include a wormhole generator for instant cross-map travel, temporary reinforcements, and eventually an EMP and nuclear missile for the second faction.

Comments
KamiKaze.101
KamiKaze.101

The laster to destroy the planet should last longer and the exploding planet should create a shockwave.

And instead of the laser hitting randomly, it should be a continous laser that eliminates everything in it`s path.( like a tsunami )

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