TEC seige firgate idea

Heavy Fallout

I've been playing SOASE for a while now and absolutly love it. My favorite faction is TEC and I always play as them but I have a slight problem with the heavy fallout ability of their seige firgate. Usually I only call in seige firgates after I have completely decimated all orbital resistance in the gravity well and plan to take over the planet after I get rid of the enemy conlony. However if I've reasarched Heavy Fallout I end up having to deal with the lower population growth rate which is why I always try to skip it on the research tree. After thinking about it I think I have come up with a modification to heavy fallout that will make it more useful and keep you from having to deal with your own radiation. I think Heavy fallout should be made a temporary ability like clustered warheads instead of a constant power and that it should also increase bombing damage for it's duration. This will make the ability perfect for when you are bombing a planet and know you are either going to have to pull out to save all your ships or are trying to do as much damage as possible before all your seige frigates get destoryed. If you know you won't be able to finish off a planet you can activate the ability and try to do as much damage as possible in the shortest amount of time. If you know you can finish off a planet you can just ignore it and keep launching regular nukes until the enemy colony is wiped out. I don't think it would be too hard for the developers to change this with a patch (If one ever comes out) and I think it would also add a bit more depth to TEC strategy.

P.S. I'm not completly sure if this post is in the right catagory

5,796 views 11 replies
Reply #1 Top

After thinking about it I think I have come up with a modification to heavy fallout that will make it more useful and keep you from having to deal with your own radiation.
End of quote

Sorry, I respectfully disagree. If you launch a nuclear weapon at a city, it will be radiated, and the invading force has to deal with the radiation - maybe some anti-radiation tool?. That's the price of such weapons.

Similarly, if you use a bio-weapon against some enemy army, when you go in to capture the area, you need the antidote to protect yourself. That's why bio-weapons are always engineered in pairs - virus + antidote - together.

Reply #2 Top

 

Quoting patkhoo, reply 1



Sorry, I respectfully disagree. If you launch a nuclear weapon at a city, it will be radiated, and the invading force has to deal with the radiation - maybe some anti-radiation tool?. That's the price of such weapons.

Similarly, if you use a bio-weapon against some enemy army, when you go in to capture the area, you need the antidote to protect yourself. That's why bio-weapons are always engineered in pairs - virus + antidote - together.
End of patkhoo's quote
                                

what the frak are you talking about. This is SINS not REAL LIFE you fraking retarb.the nukes in this game are not radioactive unless you research heavyfallout and their are no fraking bio weapons in this game. you are stupib.

Reply #3 Top

Ignoring that...colorful...response there...

patkhoo, you didn't necessarily contradict the original idea; certainly, if you use nukes, you deal with the consequences, but that doesn't mean a commander couldn't decide not to use nukes in a situation, even if he has the ability to do so. I think being able to turn it on and off for when you want it is fair.

Reply #4 Top

Quoting BlackWizardMagus, reply 3
Ignoring that...colorful...response there...

patkhoo, you didn't necessarily contradict the original idea; certainly, if you use nukes, you deal with the consequences, but that doesn't mean a commander couldn't decide not to use nukes in a situation, even if he has the ability to do so. I think being able to turn it on and off for when you want it is fair.
End of BlackWizardMagus's quote

Well, (ignoring the colourful response too...) since Heavy Fallout causes much more damage than without, then if you use it, you deal with the consequences. Yes, fair enough if the question is "can I turn on and off Heavy Fallout on demand", then OK. However, I don't see any improvements to weapons being an "ability" you can turn on and off. If I had built an ICBM with a nuclear warhead, I can't at the last minute decide to swap out the nuclear warhead for a conventional one (or vice-versa) - at least in the context of SOASE. So I think that's part of the decision making process one has to make strategically.

 

Reply #5 Top

Turning on and off the ability seems like a much better idea rather than just a constantly on passive one.

On a second note, how about giving colony ships radation scrubbing abilities?

Everyone could have them and it would only work if the colony ship was a certain distance away from the world.

Reply #6 Top

Quoting Jedmonds24, reply 5
Turning on and off the ability seems like a much better idea rather than just a constantly on passive one.

On a second note, how about giving colony ships radation scrubbing abilities?

Everyone could have them and it would only work if the colony ship was a certain distance away from the world.
End of Jedmonds24's quote

I like that idea alot!  it would also be interesting in that it adds more depth to the ships in their abilities (functions) and to the "reality" of the game. I like that Entrenchment is using scouts in a new way as well, with the mines. Good to see several small tweaks that may be quick to put in, that make the game more interesting and varied.

:)

-Teal

 

Reply #7 Top

vy Fallout causes much more damage than without, then if you use it, you deal with the consequences. Yes, fair enough if the question is "can I turn on and off Heavy Fallout on demand", then OK. However, I don't see any improvements to weapons being an "ability" you can turn on and
End of quote

 

Seige frigates must be pretty large (considering the size of the vollies they toss) so it would be plausible to have various warheads pre-fitted (diffrent bomb types - same ship). And how do we know that the war-heads are even fitted to missles firing them down from orbit would to the trick, think of a cannon or artillery peice - it's easier to switch between ammo types there (solid shot and grape shot...)

Reply #8 Top

Question if i might, but not to derail this, if too far off topic, simply ignore this:

Can we apply fallout to bodies, like to asteroids or planets or magnetic or plasma storm areas on the map right now?

Or is this out of the question?

Thank you,

-Teal

 

Reply #9 Top

fallout is a TEC seige frigate ability. it uses it when attacking planets (or colonised astroids), but it can not be applied everywhere (like magnetic storms, plasma ECT)

Reply #10 Top

I have to agree with Bootss1 on the whole artillery idea. Unlike the advent who rely on pure kinetic force to damage planets the TEC are basically relying on bombs and it doesn't really matter how hard a nuke hits a city it's still going to do as much damage. All you would need is enough force to send the nuke towards the planet and then gravity takes over the rest for you, add a few thrusters to change trajectory in flight and you have a massive smart bomb that dosen't require a full ICBM thruster to reach it's target. The main reason I want this power is the fact that the seige frigates for all three factions are just too similar me. I want them to be a bit more diffrent like the Advent firgate having a power that uses psychic powers to affect a planet's culture or the Vasari seige frigate having a mini planet drain beam that sucks up recouses.

Reply #11 Top

the way i see this, if you dont wanne deal with the heavy fallout radiation, simply dont research it and make 3 or so extra siege frigates, instead of radiation u have to deal with a relative small fleet supply penalty.