Bombs

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Bigjoe5
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Bombs

#1 Post by Bigjoe5 » Thu Jun 04, 2015 7:38 pm

I think we could use some bomb parts. I was trying to play a turtle-style strategy where I would separate my empire from the rest of the galaxy with just a few well guarded choke-points, then just send ships out to destroy the rest of the galaxy, but right now the only option I have for that is Nova Bombs, because even bio-weapons don't actually destroy colonies - just reduce them to outpost status.

I think it would be very helpful to have some bombardment parts that actually destroy colonies when the population is reduced to 0. I can put together some scripts for that if nobody has any issues with it.

On a semi-related note, I think we should change the Nova Bomb mechanics to not require that ridiculous building. I modded my local scripts to make it so that you just had to order your ship to bombard some planet in the system to activate the Nova Bomb, and it makes it much less obnoxious. If we added UI for ordering Systems bombarded, that would be perfect.
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MatGB
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Re: Bombs

#2 Post by MatGB » Thu Jun 04, 2015 8:02 pm

Agree completely, not sure I want it for 0.4.5 tho (costing it's going to be a challenge), but it makes perfect sense to remove the building from nova bombs, that was IIRC meant as a stop gap and hasn't been changed since Geoff introduced Bombardment as a mechanic.

Definitely want more variety of weapons and strategies.

One thing with the nova bomb, I think the Cosmic Dragons use it or similar to destroy systems, need to make sure they don't break (but I think you created them in the first place, right?). Whatever's done though, adding a sitrep to nova bombs has been on my list for ages, so putting them in for any new galaxy visible effect is a good plan.
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Sloth
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Re: Bombs

#3 Post by Sloth » Fri Jun 05, 2015 8:56 pm

Bigjoe5 wrote:I think it would be very helpful to have some bombardment parts that actually destroy colonies when the population is reduced to 0. I can put together some scripts for that if nobody has any issues with it.
Sounds very promising.
MatGB wrote:Agree completely, not sure I want it for 0.4.5 tho (costing it's going to be a challenge)
There's also the issue that the AI may need an update.
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Vezzra
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Re: Bombs

#4 Post by Vezzra » Sun Jun 07, 2015 1:25 pm

Bigjoe5 wrote:On a semi-related note, I think we should change the Nova Bomb mechanics to not require that ridiculous building. I modded my local scripts to make it so that you just had to order your ship to bombard some planet in the system to activate the Nova Bomb, and it makes it much less obnoxious. If we added UI for ordering Systems bombarded, that would be perfect.
Definitely seconded!

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Bigjoe5
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Re: Bombs

#5 Post by Bigjoe5 » Fri Jun 12, 2015 2:03 am

Some UI mock-ups. I used the little bar that shows up when you own planets in a system as a location for the bombard button. Any thoughts?
Attachments
Bombard System Unowned.png
Bombard System Unowned.png (86.15 KiB) Viewed 1517 times
Bombard System.png
Bombard System.png (89.96 KiB) Viewed 1517 times
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MatGB
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Re: Bombs

#6 Post by MatGB » Fri Jun 12, 2015 9:19 am

Looks fine, does it work on systems that have nothing in?
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Vezzra
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Re: Bombs

#7 Post by Vezzra » Fri Jun 12, 2015 9:44 am

Bigjoe5 wrote:Any thoughts?
Looks ok, should serve the purpose. As Mat already pointed out: what if you don't own any planets in the system, or there aren't any planets in the system at all?

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Sloth
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Re: Bombs

#8 Post by Sloth » Fri Jun 12, 2015 10:45 am

This is only for the Nova Bomb right?

I think it should be made clear that the system is bombed and not the first planet. Maybe write Bombard System on the button.
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