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realistic antinuke mechanics

Posted: 26 Oct 2013, 11:09
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.

Re: realistic antinuke mechanics

Posted: 26 Oct 2013, 11:37
by Silentwings
From point of view of modside, possible but not at all easy.

Re: realistic antinuke mechanics

Posted: 26 Oct 2013, 14:09
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.

Re: realistic antinuke mechanics

Posted: 26 Oct 2013, 15:38
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...

Re: realistic antinuke mechanics

Posted: 26 Oct 2013, 19:24
by varikonniemi
Thanks for the info!

Re: realistic antinuke mechanics

Posted: 28 Oct 2013, 17:13
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).

Re: realistic antinuke mechanics

Posted: 28 Oct 2013, 17:28
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!

Re: realistic antinuke mechanics

Posted: 13 Feb 2014, 07:10
by Beherith
wow, now that is some specific spam. although the target audience seems to be off.

Re: realistic antinuke mechanics

Posted: 13 Feb 2014, 10:26
by Jools
Wow, that's quite advanced spam.

Re: realistic antinuke mechanics

Posted: 13 Feb 2014, 10:30
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...