Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

Hey, thanks for playing and making an account for this post! I appreciate it.

Its essentially a stacked laser designator that takes up your primary weapon space and allows you to lase 9 targets at once and watch as they all get annihilated by missiles. 

Very cool concept all around, but I think it might be difficult to balance depending on how much damage each of the missiles do, even with the very long wait time. I'm also not too sure how ammo with it would work, I assume there'd have to be very little so the player can't just hose everything in sight without care. I think it might be neat as a secondary weapon honestly, perhaps as an upgrade to the regular homing missiles in the game.

But yeah this game is cool and Valerie is cooler, that last shot with her does something to me i can't describe.. You cooked

Thank you!

(+1)

Appreciate the reply! i have a few ideas for how it could be implemented without destroying the balance of the game.

For the damage i think the best option would be to significantly lower the AoE compared to the airstrikes you showed off, but still have one-shot damage for everything besides bosses. Basically a hellfire instead of the ALCMs.

In terms of ammunition i was thinking it would be a fixed amount per mission (Like how many missiles your supporting aircraft has in its loadout) but still keep a long cooldown cause the aircraft's line of sight got obscured or whatever. Like 20-40 something missiles per mission if you go with a AC-130 style aircraft that only has that ordinance. (Mind went to an AC130 cause i made a whole fictional aircraft design as a futuristic analogue, a helicopter or jet could also work most likely.) 

Also a attribute of the designator that would help in balancing is that you need to constantly keep a line of sight lase until the missiles hit, so you would constantly be exposed to fire without a primary weapon.

I personally don't think it would be good as a secondary cause that would make it OP even with all these changes, but its also now in a position where its underpowered as a primary. I think a long range sensor of some kind on the other pod location to "Zoom" your viewdistance would be a good idea, so you could move your sight in the direction your mouse is pointed at and start designating targets. If this viewdistance was just out of the range of agro, it would allow for a stealth playstyle where you have to constantly skirt outside of their viewdistance to remain undetected but still capable of calling fire support on them.

This is what i mean by pod locations 


And a highly advanced illustration of the next generation multi system capable futureproofed high speed resilient architecture offgrid sensor suite developed for end users with demanding mission profiles and high operational tempo.