#SAM REWORK

103 messages · Page 1 of 1 (latest)

raw orbit
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When you stack sams, they should cover bigger ranges. I think it should be capped at 3 in one stack
1 sam - current range
2 sams - in between the current range and the range of a hydro
3 sams - covers the range a full hydro

The cost can scale more to balance this buff, maybe 1.5m, 3m, then 6m(just more than the cost of a hydro itself)

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i mean after the first sam, all the rest cost 3 million, so i guess 3m, 4.5m, then 6m

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and since it costs more to stack than to spread out, it still creates situation dependant choices

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Since nobody at the start or mid game would afford a total 10.5+ million just for sams, it would balance the late game A LOT

fathom gull
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Sounds pretty good

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They'd have to see it though

raw orbit
# fathom gull They'd have to see it though

yeah they need to just see that there are 3 in one stack, but maybe if the levels of sams had different design, like they progressively get bigger, then people would have an easier time seeing

smoky saffron
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Sams don't cover bigger ranges if you stack them. No?

fathom gull
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I think it would be a good idea for all buildings to have buffs

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For levels

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But be more expensive

fathom gull
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smoky saffron
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Well instead of stacking them, you could make 3 level upgrade system for each sam

raw orbit
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that would require more ui and more complexity tho

smoky saffron
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They have already done it in a beta test for upgradable structures but backed down on it for an unknown reason

raw orbit
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is it possible to play on that beta

smoky saffron
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Idk, that was like in v22

raw orbit
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ok anyways do u think this idea is good

smoky saffron
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~

raw orbit
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yay

fallow citrus
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hmm, idk. would make a 20 stack sam literally unkillable cause you cant spam nukes fast enough.

raw orbit
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:D

fallow citrus
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so cant stack higher or just the range is capped?

raw orbit
fallow citrus
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works for me 👍

raw orbit
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in one place

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Ya

raw orbit
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bump:3

raw orbit
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bump

steady phoenix
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i like this, it can be very frustrating to have a lot of money built up and put down a bunch of SAMs late game but someone can just land a hydrogen bomb just outside the range of it and destroy it anyway

potent crane
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Atleast make them overwhelm the sam

raw orbit
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bump:D

raw orbit
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bump

raw orbit
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BUMP

raw orbit
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bump

delicate kernel
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SAM range definitely needs a fix though, this is a decent idea

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It's so insanely frustrating right now because MOST players don't know about the trick with H bomb range, so building a lot of SAMs to protect can be effective... until one player from across the map wipes you out with one well placed H bomb.

raw orbit
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18 upvotes is crazy btw thanks guys

delicate kernel
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The construction time to build SAMs is also crazy too long, needs to be reduced. It's way too easy for a 750k a bomb to destroy the 1.5 or 3m sam while its still being built. When an opponent starts launching a bombs before you've got your first sam there is no way to counter that.

raw orbit
raw orbit
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bump

terse blaze
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highly vouching this, maybe not this exact way but somehow SARM Launcher has to be buffed because it is simply too ineffective against H bomb, especially with the recent updates. It is such a massive investment and so easy to destroy now..

delicate kernel
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Sending n+1 atom bombs feels like a more fair way to defeat SAMs than the hydro range trick. Just need to add a toggle to send a volley so autoclicker spam isn't required.
Reduce construction time
Keep price the same while testing aforementioned changes

raw orbit
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yes chat fr

terse blaze
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delicate kernel
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increasing time to stack is a good idea

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What I want to be prevented is how if you don't have a SAM up before someone starts throwing nukes, you can't build a single one, even trying just wastes money, they can easily just keep you pinned down at that point.

raw orbit
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level 1 sams should take the same amount of time as a silo or city

raw orbit
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13.5m to get a level 3 sam
11.25m to spent on 4 silos, 3 atom bombs, and 1 hydro to penetrate the defense of the level 3 sam

magic spade
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fleet scarab
magic spade
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I would be interested in seeing more documentaton about that

fleet scarab
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fallow citrus
raw orbit
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38 votes is crazy btw

raw orbit
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jhi

steep basalt
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This might be the best fix I’ve seen put forth yet

raw orbit
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yaya thnx

green star
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How desperate are you guys for living with one Sam location haha

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quasi gale
# green star How desperate are you guys for living with one Sam location haha

On small islands, you have no choice.

Sometimes you get wiped out on the mainland but have pretty good infrastructure on small islands. Right now, a single hydro can kill you. If there was a way to extend the range of the SAMs, that would give you a chance to defend yourself.

An alternative defence would be missile defence warships - naval SAMs. I might actually prefer that. Again, it can be overwhelmed by too many incoming missiles, or destroyed by a warship attack, but it would give you a way to extend the range of your air defence network beyond hydro blast radius so that islands can be protected.

raw orbit
quasi gale
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Yeah, and while I like the idea, I think I like the idea of naval SAMs even better. I'm not sure we need both. But having one is an improvement.

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fast stump
steady phoenix
fast stump
# steady phoenix with the current experimental build you need to stack at least 5 SAMS to outrang...

Yeah but you don't want SAMs to be overpowered either. A simple 5 mil bomb is fair to clear any stacked SAMs.
Besides you're not just protecting a small area around the SAM, you're also protecting your land behind the SAM. So you need to place them near your borders or in locations where the bombs are likely coming from.
I think the price of SAMs are fair as well because they can be very annoying to deal with and they deter a lot of bombs already. Remember it's not just about protection, it's also about making the enemy waste their gold as well. So it's both for protection, plus you drain your enemy's gold with it., so I think 1.5mil for one SAM is completely fair as well. It already takes 700k * 2 = 1.4mil to take out one SAM site. Really the SAMs should not be boosted at all, they're perfect the way they are currently with all the ways we have in the game to deal with them.

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fleet scarab
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Well silos are reusable but yea

quasi gale
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Don't forget that we're not always defending large plots of land. Sometimes we get kicked off the mainland but survive on an island. This is part of the purpose of extending SAM range and/or adding SAM warships - as far as I'm concerned, the main purpose.

Because right now - and this will continue to be the case if H-bombs outrange SAMs - a single 5-mil H-bomb can obliterate any infrastructure on an island and there's nothing you can do about it.

Allowing SAMs - if stacked up - to out-range H-bombs or adding SAM warships give you a way to defend against that. Not in a way that's impossible to attack - you can still be overwhelmed with a flood of normal atom bombs or a bunch of warships, or enemy warships farther out can intercept all your trade ships and starve your economy - but in a way that makes you a more difficult target that still requires serious investment.

I don't care as much about big land areas. Yeah, someone can do the creeping H-bomb barrage across your land, but for that to push deep inland is very expensive and I feel like if they can pull it off they kinda earned it, and the way to defend against that is for you to counter-nuke them - which you can probably do if you have enough money to build a lot of SAMs.

So I think big land areas are actually OK right now. The problem I see is small islands that currently have absolutely no defence against someone who knows how to aim an H-bomb.

That's why I would actually prefer a naval SAM ship. It should be weak or even defenceless against other ships and should not raid trade ships, but it should intercept incoming nukes just like land-based SAMs. Put a few of those in the water around your island - at a fairly high cost to do more than one or two - and your island becomes hard to nuke.

raw orbit
# quasi gale Don't forget that we're not always defending large plots of land. Sometimes we ...

theres a lot to consider about warships though. how they move randomly makes it inconsistent if you want to defend an island. my idea i proposed was to make warships static by setting the movement radius to 0, or upping the radius to 10 so warships have a bigger range of movement. but then, warships would just act like a moving sam on the water, which is probably too op and unpredictable. and if you want a completely different type of ship just for sams? i mean personally i believe evan doesn't want to add more "complex" stuff like that into the game, but if there was some kind of destroyer ship that cost 10 million, had missiles and sams, and you could deploy boats from it, it might be fun

quasi gale
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I would want a new warship for SAMs that only does missile defence. That's simple and straightforward. I agree that limiting the random movement - or giving the option to do so - would be good for a missile defence warship. But some randomness makes it slightly harder to reliably H-bomb a moving target, making a naval attack the best way to beat them.

raw orbit
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I had the idea that naval sam ships would have a 30 second cooldown so they can only use sams in moderation, so it would be costly but strategic in some places

quasi gale
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That's too long. Slower than land-based might be OK, but not that long.

raw orbit
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the sams are already buffed (soon coming)

sand vault
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What if nukes were given health, so that ship sams could do less damage than land sams. say that a ship sam does 1/3rd damage of a land sam, with an equal cooldown, so that ships need to be in stacks of 3 to intercept

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or maybe nukes have different health than hydros, so a nuke can be stopped by 2 ship sams but a hydro needs 3

potent crane
raw orbit
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stacking them increases the range

potent crane
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Cus rn hydros are op and sams are minimally useful

potent crane
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potent crane
potent crane
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potent crane
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Oh. Thats a public feature? And it is just the next update ahead?

raw orbit
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@potent crane wanna play?

potent crane
fleet scarab
silver salmon
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Locking due to being in the next release / in the dev version already

raw orbit
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Bump

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who else is waiting for this to be implimented