V1 Flying Bomb and V2 rocket IMPLEMENTED

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Puss_in_Boots
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V1 Flying Bomb and V2 rocket IMPLEMENTED

Post by Puss_in_Boots »

Seriously guys, stop discussing it here:
viewtopic.php?f=56&t=962

This will be the launcher.
Image

The weapon is carried around on this thing.
https://www.google.com/search?q=v1+rock ... 8z-ambb1zM:

The launch pad will consume any V1 rocket in a tile nearby.

Otherwise, it will stay in TC with 0 movement.

Range: 250 km
Last edited by Puss_in_Boots on Sun Jan 28, 2018 7:53 am, edited 1 time in total.
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Re: V2 Flying Bomb

Post by General Brave »

It's so it has to be built or assemble in some place? Anyways you didn't tell me how big the images.
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Re: V2 Flying Bomb

Post by Puss_in_Boots »

64 by 64 for average sizes. 64 x 128 for planes or tall structures.

Yes. It must be assembled in the cities. The launch pads fire the rockets away.

Samuelch wants a one build and one time use type of building.

Another way to do it is to have an city build it. Where it can be launched from.

Needs research, "Rocket Propulsion."

We need 4 images total.
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Re: V2 Flying Bomb

Post by Stratego (dev) »

"It must be assembled in the cities"
or it can be a thing that can be built by engineers
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

Corrected the topic name.

I forgot we already had engineers implemented in game. They would be very useful for rocket constructions.

How far should these things go?

Looking at it's range. It might reach the whole, "visible," map.
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Re: V1 Flying Bomb

Post by Stratego (dev) »

it can be a whole map thing - it could be maybe a "plane" kind of thing with different image - with a vanishing so you must direct it to target shortly.
so eg. you have 3 turns to direct it to target and can fly 12 tiles per turn

what do u think?
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Re: V1 Flying Bomb

Post by Midonik »

Might work.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
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Re: V1 Flying Bomb

Post by Stratego (dev) »

Midonik wrote:Might work.
Btw,all planes should have vanishing like 6 that will be come back to 6 if it is in airport. That will make them weaker. Now I feel that wining a game is about have more planes.
no i dont want fuel in the game, if they are strong than we should nerf them, by power or speed, or buff anti air units.
but no fuel like stuff that kills the joy - imho
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

This is the image of the rocket in flight.
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Re: V1 Flying Bomb

Post by General Brave »

Can someone make a section that explains what every unit does for this game, I haven't played military games in a long time so I vaguely remember what does what.

And also, you don't want the plane to have vanished? But that could be a game mode option where certain units need to return to base to refuel. Usually the bigger planes have bigger fuel which means they could fly farther away. Perhaps add landing field that doesn't add up to production, it refuel your planes and heal them while it also could be captured by the enemy.
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

I still haven't forgot.

V1 rocket carrier.
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Re: V1 Flying Bomb

Post by General Brave »

Wunderbar.
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

Remastered.
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

Double Revisions.
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Re: V1 Flying Bomb

Post by Stratego (dev) »

i read and watched a few videos about V1 and V2.

so my suggestion is:
both shoud be a "building like" thing, so must be built by engineers.
once it is ready it has an ability to launch "itself" having a cost of sacrifying himself, the effect is a "fireball" llike green "drag and confirm" like thing, and the animation will be a great rocket going to target inflicting damage.

range the V2 will have bigger range than V1, eg.
v1 : 10 tiles,
v2: 18 tiles.

damage will be almost the same eg. 100 on targe tile, 50 on second tile 10 on third tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)

the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM

building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.


what do u think?
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

No quarrel here as long as the subject of this topic finds implementation.
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Re: V1 Flying Bomb

Post by Stratego (dev) »

i will implement it if all forumers agree who would say later it was a wrong way lol :)
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Re: V1 Flying Bomb

Post by Stratego (dev) »

please everyone write here opinions on my suggested implementation - thanks!
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Re: V1 Flying Bomb

Post by Stratego (dev) »

i see great interest here! :)

little rethought:

range the V2 will have bigger range than V1, eg.
v1 : 9 tiles,
v2: 14 tiles.
it will be tartgeted as normal attacking abilities and ONLY buildings will get targeted, after launching the launch site vanishes.


damage will be almost the same eg. 30 on target tile, 10 on second tile (in reality the warhead almost same v1 850kg, V2 slightly bigger 950kg)



the real money cost was
V1: 5000 RM
V2: 50 000 RM
for comparison a Tiger I was 250 000 RM

building time will be about
V1: 4 engineers of build action.
V2: 10 engineers of build action.
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Re: V1 Flying Bomb

Post by Puss_in_Boots »

Sounds great.
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Re: V1 Flying Bomb

Post by Jasondunkel »

So I'm not a fan of v1 / v2. The v1 was then shot down quickly. Both rockets were things that were fired at cities. With moderate success and rather terror effect. Like the a-bomb, the rockets would not do the game well.
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Re: V1 Flying Bomb

Post by godOfKings »

May b give rocket low sight (so u need actual units to spot the building b4 firing)
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Re: V1 Flying Bomb

Post by Stratego (dev) »

good idea!
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Re: V1 Flying Bomb

Post by Stratego (dev) »

i was about to put this in but i see we still need image for the ramp+v1 rocket as that will be the structure that launches the v1 and vanishes.
has anyone idea how to?

he problem is that the ramp image will be directed to somewhere (left or right or up or down or sideways) but launcheing would be to any direction. (we dont have direction-restricted targeting and direction set-construction options yet)

any idea how to come over this visuality problem?

maybe a quadruple ramp pointing every 4 directions? :)
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Re: V1 Flying Bomb

Post by Stratego (dev) »

i am not so good at it but hre is my launch site image - please poilish or make better -thanks! (i can send in xcf for layers)
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Re: V1 Flying Bomb

Post by Stratego (dev) »

ok, first version of V1 is uos 10
please check.
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Re: V1 Flying Bomb

Post by Stratego (dev) »

can someone find a proper sound for the doodlebug? would sound cool :)
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Re: V1 Flying Bomb

Post by Stratego (dev) »

this is the current launch site for v1:
bld_ger_site_v1.png
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Do we have any images for V2 rocket?
we would need one standing on ground right before launch.

and another image for a flying v2
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Re: V1 Flying Bomb

Post by Stratego (dev) »

ok i tried v2 things to make:

one is on carriage
otjer is when transformed to be launched.

(i read everywhere that these were super mobile - so i think a carriage could be built (4 turns?) in eg. airport? or a new building like "special factory", and carriage can move about 3-4 tiles and when unpacked it can be launched
should it be able packed back?
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Re: V1 Flying Bomb and V2 rocket

Post by Stratego (dev) »

ok, here they are, teamcolored
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