Topic: Siege modules
Developing artillery, walkers or destroyers will take ages, and we need to somehow assault those lil' Gammas. So here is what can be done as a semi-temporaty solution - a Siege Module
First of, all the proposed changes are mosly based on Nexus mechanics with some little addition. Also, it's more or less similar to dreadnoughts siege mode in that, other game.
So, a siege module requires 5k of racial plasma (depends on bot you're piloting now) per cycle. Each cycle lasts for 5 min. Such a module can only be equipped on Heavy Mech (later only on walker/destroyer) and would take head slot (or even some special siege slot). While active, it gives/takes:
reduces max speed to 0
increases armor for 25%
increases all resists for 15%
increases damage in 5 times
increases weapon cycle in 10 times
increases energy usage by weapons in 2 times (more for Gropho)
increases weapon optimal range in 2 times
increases hit dispersion / explosion size in 2-3 times to that it's only buildings you're hitting good
increases lock range in 2 times
increases lock time in 5 times
decreases max targets to 3
reduces signal detection by 10
Also Siege Module:
requires Colixium to build
bonuses only affects racial weapons (actually, there can be racial siege modules affecting only racial bots/weapons
bonuses are applied on actual values, not base ones
each shot consumes 5 ammo/missile at one time
Please, keep political *** out of this thread.
R.I.P. Chenoa, you'll never be forgotten.
DEV Zoom: Line, sorry, I was away for christmas.
http://perp-kill.net/?m=view&id=252086