@Jip said in Another Novax conversation:
@Dorset said in Another Novax conversation:
I agree with you something dramatic needs to be changed not just cost changes.
I've discussed this idea last year over voice, and I'll post it here. It has three parts. The goal is to actually utilize the satellite layer. This layer exists in the game, but there's not much going on there. Ideally these satellites become part of armies, like any other mobile unit. To support the Fatboy - from above!
Not a ground station, but a factory
At the moment you need an additional ground station for each satellite. This is a little bit cumbersome. Both from a programmers perspective (the satellite is not shared when your defeated - it is rebuilt at the station). As I think it thematically lacks a bit.
Proposal: turn it into a factory. Allow it to pump satellites, like a regular factory.
Multiple type of satellites
Instead of just having one satellite, there will be three:
- A scout satellite. Relatively cheap and provides various types of intel. Enables the UEF to have Omni intel on-site to counter stealth and cloak, for example.
- A missile-based satellite. This would be the 'default' satellite, at the same costs of the current satellite. It fires a salvo of missiles. And those missiles can of course be intercepted by TMD. The missiles do not track, just like regular missiles. They will have some AOE though. And of course, you don't want to use this against Cybran missile deflectors
. By being missile-based, the satellite is easier to counter:
- It makes the satellite worse against mobile armies. Just like mobile missile launchers.
- It makes the satellite unusable against naval armies, as they are usually packed with mobile TMD.
- You don't need to built shields everywhere, likely just 2 TMDs at each location.
- A laser-based satellite. This would be similar to the current satellite, except that it's designed to bust shields. The beam is continuous. For its costs, it will deal relatively low damage to non-shielded units (think 1/4th). And it will deal about half the amount of damage against shields as the current Novax does. But then of course continuous.
All satellites will have an energy upkeep. The rational of @Nomander that upkeep is unusual for mobile units is correct. But given that these are the only units on the satellite layer, they can be their own niche. They are essentially flying buildings anyway. All weapons of the satellites also have upkeep to fire, just like for example stationary artillery and the Ravager do.
When a player runs out of power the satellites simply stop firing because of the weapon upkeep. When a player loses the last Novax center all satellites become uncontrollable and unelectable. They start losing health (and visually: orbit). When their health drops to 0, they crash to the ground.
Allow SMDs to intercept satellites (manually)
This idea is not new. It's used in LOUD. I like it thematically. It provides the player with an option to immediately counter a satellite if the player thinks it's necessary. For example, countering the laser-based satellite would be a no brainer if you are also being shelled by artillery.
Now, I don't talk about costs here because that's all too soon to discuss. It's the idea - the theme and the experience of it, is what this proposal is about. And of course the positioning of the units in the roster, what are their purpose and how do they remain balanced mechanically?
Yes please