Been playing satellite reign recently and saw an EMP satchel on a guy.
Then i had an amazing idea for Airships:
"What if we had another unique boarding unit, but unlike every other one because this guy only targets modules instead of sailors"
The execution would be simple: a new room that is the same size as all the other boarding rooms but it only contains one soldier, the Saboteur!
His boarding AI differs from everybody else's because the saboteur seeks out random rooms to plant satchel charges in while actively avoiding enemy crew.
His/her room description could be: "Breaches through the enemy hull and randomly plants bombs in key systems."
He/she could also have the ability of not being noticed by airsailors (but guards will go for him/her like normal) until he/she explodes something, making guards more valuable assets other than being weak soldiers!
I think a lone enemy like this would be amazing for Airships and be a real danger to look out for, i for one would love to be using this in game!
Why would a saboteur need several rooms all to himself? If the saboteur would be that important, then maybe saboteurs could be a class of some of the "hero characters," that (I think) are going to be implemented, and will require their own fancy quarters or something.
How could anyone "look out" for them if regular crew never notice them?
Perhaps single saboteurs could be hired in the map screen from where you control your spy network, and you could order them to replace a singe air marine on a ship who will board with the rest of them, but immediately hide instead of killing everything in sight. It would be a great distraction.
When i had this idea i was using more of a balance>logic approach.
I suppose room size doesn't really matter that much. The concept of 'Hero characters' don't really sound like it belongs in airships, right? (that just makes me think of some kind of RPG, maybe you could hire mercenaries like the saboteur from a map menu like you said. militaries used to do that.)
And you could say that in the commotion of a battle none of the airsailors who actually are busy doing stuff won't notice. But the guards who's job it is to stay vigilant will probably notice some extra guy in a sailor outfit carrying a strange package towards the engine room.
So one thing which I really like the idea of, but think is probably too complicated: When you do espionage on another city, you have an option to plant a bomb on an enemy ship. You can then activate said bomb at a moment of your choosing during combat...
I think for the room detonation feature, could you have some really powerful "god cannon" that's invisible and off the screen with 360* firing, fast invisible bullets with 10,000 damage (to insta-kill a room).
So when you hit :detonate bomb: that cannon fires on the room you targeted earlier once.
In essence you would get the same effect, i think?
Eh, modules have an explode() function I can call, it's pretty simple. I've been using that a lot over the last few days as I've been working on making explosions prettier.
Saboteurs would be fun. get a massive troops hip full of them, and I could easily blow up some of my biggest defensive emplacements. This would be a good but expensive weapon to use in terms of troops.
Could you use the game to find the room the saboteur soldier is in and add that to the explode() funvtion if the unit decides to bomb there?
So say once the saboteur gets inside a ship he decides to go to the nearest large suspendium chamber and once he gets in there he uses the explode(SaboteurPosition) function to target that room?
This would also make suspendium repulsors way more important so you don't risk your ship exploding.
Air Lord, Engineering Corps
Been playing satellite reign recently and saw an EMP satchel on a guy.
Then i had an amazing idea for Airships:
"What if we had another unique boarding unit, but unlike every other one because this guy only targets modules instead of sailors"
The execution would be simple: a new room that is the same size as all the other boarding rooms but it only contains one soldier, the Saboteur!
His boarding AI differs from everybody else's because the saboteur seeks out random rooms to plant satchel charges in while actively avoiding enemy crew.
His/her room description could be: "Breaches through the enemy hull and randomly plants bombs in key systems."
He/she could also have the ability of not being noticed by airsailors (but guards will go for him/her like normal) until he/she explodes something, making guards more valuable assets other than being weak soldiers!
I think a lone enemy like this would be amazing for Airships and be a real danger to look out for, i for one would love to be using this in game!
Air Lord, Engineering Corps
I guess that's a no then if no ones said anything for two days?
Commodore
Why would a saboteur need several rooms all to himself? If the saboteur would be that important, then maybe saboteurs could be a class of some of the "hero characters," that (I think) are going to be implemented, and will require their own fancy quarters or something.
How could anyone "look out" for them if regular crew never notice them?
Perhaps single saboteurs could be hired in the map screen from where you control your spy network, and you could order them to replace a singe air marine on a ship who will board with the rest of them, but immediately hide instead of killing everything in sight. It would be a great distraction.
Air Lord, Engineering Corps
When i had this idea i was using more of a balance>logic approach.
I suppose room size doesn't really matter that much. The concept of 'Hero characters' don't really sound like it belongs in airships, right? (that just makes me think of some kind of RPG, maybe you could hire mercenaries like the saboteur from a map menu like you said. militaries used to do that.)
And you could say that in the commotion of a battle none of the airsailors who actually are busy doing stuff won't notice. But the guards who's job it is to stay vigilant will probably notice some extra guy in a sailor outfit carrying a strange package towards the engine room.
Aerial Emperor
So one thing which I really like the idea of, but think is probably too complicated: When you do espionage on another city, you have an option to plant a bomb on an enemy ship. You can then activate said bomb at a moment of your choosing during combat...
Aerial Emperor
And hero characters... Well, you know how I keep on going "sounds like a good idea for an expansion"? :D
Air Lord, Engineering Corps
I think for the room detonation feature, could you have some really powerful "god cannon" that's invisible and off the screen with 360* firing, fast invisible bullets with 10,000 damage (to insta-kill a room).
So when you hit :detonate bomb: that cannon fires on the room you targeted earlier once.
In essence you would get the same effect, i think?
Aerial Emperor
Eh, modules have an explode() function I can call, it's pretty simple. I've been using that a lot over the last few days as I've been working on making explosions prettier.
Commander
Saboteurs would be fun. get a massive troops hip full of them, and I could easily blow up some of my biggest defensive emplacements. This would be a good but expensive weapon to use in terms of troops.
Air Lord, Engineering Corps
Could you use the game to find the room the saboteur soldier is in and add that to the explode() funvtion if the unit decides to bomb there?
So say once the saboteur gets inside a ship he decides to go to the nearest large suspendium chamber and once he gets in there he uses the explode(SaboteurPosition) function to target that room?
This would also make suspendium repulsors way more important so you don't risk your ship exploding.