realistic antinuke mechanics

realistic antinuke mechanics

Requests for features in the spring code.

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varikonniemi
Posts: 451
Joined: 03 Jul 2011, 11:54

realistic antinuke mechanics

Post by varikonniemi »

How easy would it be to implement more realistic nuke/antinuke mechanics into the engine?

How they should work is that once radar detects a threat (by size, speed or some other property) an anti projectile is launched to intercept it, and it would depend upon the distance from anti, the quality of own radar coverage/enemy jammer coverage if the missile is intercepted or not.

A mobile antinuke ambushing just outside the nuke launcher should be able to deny the whole map by destroying the missile in the ascent phase.
Last edited by varikonniemi on 26 Oct 2013, 14:03, edited 1 time in total.
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Silentwings
Posts: 3720
Joined: 25 Oct 2008, 00:23

Re: realistic antinuke mechanics

Post by Silentwings »

From point of view of modside, possible but not at all easy.
varikonniemi
Posts: 451
Joined: 03 Jul 2011, 11:54

Re: realistic antinuke mechanics

Post by varikonniemi »

A nuclear artillery/mortar could currently be made this way by emitting a moving unit that is only targettable by anti weapons... and spawn nuclear explosion if unit reaches ground.

But i see no similar solution to nuclear missiles.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: realistic antinuke mechanics

Post by knorke »

Pretty sure antis can already fail to intercept, for example if their velocity is too slow and distance too far.
A nuclear artillery/mortar could currently be made this way by emitting a moving unit that is only targettable by anti weapons.
Since 92.0 almost all weapons can intercept and be intercepted. (previously only "starbust"/"nuke style" missiles could)
So no need for "emitting a moving unit", just shot down a "Missile" projectile with a "Laser" weapon.

Not sure about some details how intercepting works: Will a a projectile be intercepted if its target is in interceptor range? Or if it passes through the coverage? Does it need LOS? (...)

The nuke bomber/missile thing in Kernel Panic works the "emitting a moving unit" way.
It is an uncontrollable bomber that force fires the ground, then dies. In KP there are no anti-weapons though.
Interessting is that such weapon can require multiple hits to stop. (projectiles always die on first hit)
This MIRV rocket works same way:
http://springrts.com/phpbb/viewtopic.ph ... le#p524631

Also a bit relevant, projectile weapon intercepted by MoveCtrl interceptor-unit:
http://springrts.com/phpbb/viewtopic.ph ... pt#p532664

So especially with the new functions regarding projectils most things can be lua'ed I think...
varikonniemi
Posts: 451
Joined: 03 Jul 2011, 11:54

Re: realistic antinuke mechanics

Post by varikonniemi »

Thanks for the info!
Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: realistic antinuke mechanics

Post by Google_Frog »

Lua can read projectile position and destroy projectiles. For your system you could movectrl an invisible unit to the position of the projectile and then use target cats.

Also see THIS (KDR_11k space game).
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: realistic antinuke mechanics

Post by Anarchid »

Since a while, lua can also change targets for projectiles. So if your nuke is guided you could implement an ECM type of antinuke, which will hijack it and retarget right into enemy face!
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: realistic antinuke mechanics

Post by Beherith »

wow, now that is some specific spam. although the target audience seems to be off.
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Jools
XTA Developer
Posts: 2816
Joined: 23 Feb 2009, 16:29

Re: realistic antinuke mechanics

Post by Jools »

Wow, that's quite advanced spam.
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Anarchid
Posts: 1384
Joined: 30 Nov 2008, 04:31

Re: realistic antinuke mechanics

Post by Anarchid »

Probably looks as good just by coincidence:
1) Finds keyword in page text
2) Quotes a block of code around the keyword
3) Posts an ad about keyword

Cheap and effective...
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