Do Superweapons feel more super, when you have to work for them?

Do Superweapons feel more super, when you have to work for them?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10450
Joined: 24 Jan 2006, 21:12

Do Superweapons feel more super, when you have to work for them?

Post by PicassoCT »

Do Superweapons feel more super, when you have to work for them?

Not in a engery, metall sence, but investment of micro and time sence?
Imagine a nuklear rocket launch pad- where you have to build the rocketstages and warhead seperatly (LittleTrucks from a Factory) and assemble them one after another.

Its more Micro. More work. But also way more satisfying when done.
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NeonStorm
Posts: 173
Joined: 23 May 2012, 18:36

Re: Do Superweapons feel more super, when you have to work for them?

Post by NeonStorm »

When I have a Bertha, it fires a lot of shells …
… but I can NOT see the damage it causes (fog of war)
… and when I build a second and third and forth it isn't super anymore


A super-unit does not need to cost more than everything else, neither it needs to be more difficult to get.

It just needs to be either
  • more cost efficient
  • easier to micro it compared to your other units and with awesome graphics / not annoying sound like a monotone Bertha
  • something that does not suffer attrition damage and makes cost before being out-of-date due to exponential economy
… and most importantly, it needs to be limited to 1.

A good example is the ranger-platoon of WH40k.
It costs about as much as the basic gardist-platoon and does less damage and also has no plasma grenades, but it invisible (nothing mobile else is) and breaks the moral of target infantry.
Orfelius
Posts: 103
Joined: 17 Nov 2014, 20:57

Re: Do Superweapons feel more super, when you have to work for them?

Post by Orfelius »

Congrats Pic its a neonstorm thread now.

Anyhow, a yet not released RTS called Act of Agression does that. One has to gather a special type of resource that is randomly spread trough a map so the strongest units and superweapons can be made out of it. It is a very cool concept but imo the idea of creating a couple of buildings that merge into one building later on is kinda pointless.
GreyGoo does that to some extent with its experimentals. To create the great blob you must fuse 2 big goo mothers and then sit on resource vent for a long time. To create The Hand of Ruk (a flying fortress with unit slots being used as turrets) you need to transform a factory into it. This is pretty cool but its not "I need to transport missile into my missile launcher" this kind of micro is excessive and not very fun.
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