Fusion Cannon. Superweapon defence!

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    • Fusion Cannon. Superweapon defence!

      Would you like to see this defense in game?(does not have to include "Moon Cracker/Planet Cracker" special attack.) 2
      1.  
        yes (1) 50%
      2.  
        no (1) 50%
      I think this might be a feasible super weapon for the defensive side. It should probably be planet only and can also likely only affect attacks on it's own planet.. This could be change if deemed feasible enough or specifically needed for moons.(AKA. if it should shoot at incoming attacks against that planets moon as well as that planets incoming attacks. Or be install able on moons.)

      Old version:
      Display Spoiler
      Fusion Cannon(Planet/Moon):

      Desription: The Fusion Cannon, AKA, the "Moon Cracker," Is the end all be all of planetary defenses. The largest gun ever built it can fire enough damage to almost permanently inhibit a DeathStar.

      Cost: Min: 3,333,333; Cry: 3,333,333; Deut: 3,333,333
      Structure: 6,666,666
      Hull: 666,666
      Shield: 100,000
      Attack: 300,000 (270,000-320,000?)*Anyone 1 tech ahead in structure is not affected by this as far as RIP profitability! 1 Tech in shield also lowers the chance of loss. And anyone using fodder is virtually immune regardless!

      RF:
      From:
      • BO, DS, or none?

      Planet Slots: 5(Planet); 1 (Moon)
      Deut Per hour: 5,000 (Only activated while/if the optional "Moon Cracker" attack is charging(IE doesn't affect moons.))
      Energy Per hour: 5,000 (Always active!)
      Max number: 1

      Prereqs: Shipyard: 13; Teraformer: 1(/or LunarBase:1); EnergyTech: 12; LaserTech: 12; IonTech: 14; PlasmaTech: 9; WeaponTech: 12; ShieldTech: 12; ArmorTech: 12

      * Two version exist. One with (Planet) label with Teraformer: 1 req. The other with (Moon) with LunarBase 1 as a prereq.
      **Anytime the Fusion Cannon ceases to have sufficient energy/resources it ceases to function during defense.
      Optional idea: "Moon Cracker" attack(AKA Moon size reset): This allows the use of a special attack on your moon(The moon directly orbiting the planet this weapon is on only) to reset it's size and remake it. When attacked it is just like releasing a planet(waits till server reset to be remade in the same fashion.) and take a while to reform. when doing so all resources on the moon go towards a new moon shot. When doing this a new moon is made. It can be smaller or bigger than the current moon. No guarantees. But the amount of resources slightly raises the odds of a larger moon.(This raises the minimum size of the moon a bit, but only by a very small amount.)" Can only be activated if a moon already exists on the current planet. Wipes out everything on the moon(including structures)! All debri is calculate but does not go into a DF field like any moon attack. It can only be activated against the moon of the planet the Fusion Cannon is on. ***FYI if the energy or other resources are cut while "Moon Cracker" attack is charging it is stopped and must be restarted from scratch.

      ***"Moon Cracker" attack is available for planets with a fusion cannon upon reaching Graviton Tech: 1.

      Requirements for use of this attack could include a certain amount of free energy available. Say an extra 5-10k(uncertain of value.) Then you could turn off your buildings temporarily to activate the attack. the attack activation could/would also have a timer. Maybe several hours of charge. This would allow other players to destroy your structure if desired to stop you. If they have a means to detect it that is. Maybe a phalanx would detect any "Moon Cracker" charge attempts or even espionage. Or it could naturally send out messages to those who detect the charge in their mail. It would depends on what is needed for balance and gameplay.(If there are multiple Fusion cannons allowed per planet they could be combined with greater resource requirements to shorten the time.)

      Also, when doing the moon shot there could be a small chance of the moon not reforming but simply being destroyed! 8)

      Being a utilitarian attack. it could also simply have a set chance to destroy the moon and reset with random numbers while not taking into account any debri. This might be simpler to design and maintain. Plus take less speculation from the player.

      Comments:

      The attack value of the Fusion Cannon is the 30% chance for the DS(270,000) plus it's shields(320,000) at equal tech(This can/will likely be lowered to rely even more on other defense unless it absolutely needs to or sufficiently should be otherwise.). This allows it to damage a single DS per round(if it actually hits one.) to let other defense pop it potentially. It is built in the defense screen. It is either singular like the Defense shields or allowed to be limited by the planets/players resources. This allows each Fusion Cannon to potentially kill 0-6 DS (in the 6 rounds of combat) if a planet is attacked soley by deathstars making it a little risker to send in large fleets of DS. This would encourage more combined fleets or creates more moons making RIP attacks on moon more needed. This making the RIP more useful hopefully and moon kills potentially more common occurrences. Although the "Moon Cracker" attack is completely optional. It does not need to exist. And if it does exist it could have some more prereqs for higher tech to activate, or be usable from the guns creation depending on desired design. This being defense has a 70% chance to come back if destroyed like other defense.

      The main point is to, at minimum, remove risk free attacks from the game. Or at least make them much harder.

      This defense also enhances DS when used in defense as it makes it easier for them to kill other DS.

      This defense should also naturally make IBM's more commonly used as well. Hopefully making certain aspects of the existing game more needed. BTW, it takes 64 IBM's to destroy this structure at even tech levels.(Bringing out the advantages of Attack Tech in profitability to more people. Especially in relations to IBM's.)

      Hypothetically, if you can have an unlimited ammount, this would give use to heavy duet planets as research planets. This would allow much higher defense for storing resources and carring out research. As you would focus almost exclusively on energy and deut production and possibly defense for storage. It might make those cold distant planets useful again.

      ***As noted in the stats now, it could also be made for moon use. Or made to only be installed on a moon! Then it has counters from SS being the only energy source!

      Maybe a version for the moon with one req and a version on the planet with another for the lunarbase/Terraformer prereqs specifically.

      New Version:

      Ok. Here is a new version that is moon only. And has my original name for the special attack. Planet cracker!

      (Edit: REREdone for the new new version! IE 5,000,000 structure.)

      Since
      I have been using the wrong value for crystal with only 2x. This will
      be a simple redo with 3x giving it a better weaker value in hull. This will make it easier to overcome with any ship setup!

      This also has a base build time of 83.33 days on a moon. At level 12 shipyard it takes 6.4 days to build!

      Quoted

      Fusion Cannon:(moon only)

      Description:

      Desription: The Fusion Cannon, AKA, the "Planet Cracker," Is the end all be all of planetary defenses. The largest gun ever built it can fire enough damage to almost permanently inhibit a DeathStar. Unfortunately, though, because of it's mass it can only be built in a near zero gravity environment. So it is only available to be built on moons."

      Cost:

      Min: 2,500,000; Cry: 2,500,000; Deut: 2,500,000
      Structure: 5,000,000
      Hull: 500,000
      Shield: 50,000 (previously 100,000)
      Attack: 300,000? (270,000 - 320,000)

      RF:
      From:
      • Nothing
      Against:
      • Nothing
      Planet Slots: 1 (Moon)
      Deut Per hour: 5,000 (Only activated while/if the optional "Planet Cracker" attack is charging)
      Energy Per hour: 5,000 (Always required!)
      Max number: 1


      Prereqs: Shipyard: 13; LunarBase: 1; EnergyTech: 12; LaserTech: 12; IonTech: 14; PlasmaTech: 9; WeaponTech: 12; ShieldTech: 12; ArmorTech: 12

      **Anytime the Fusion Cannon ceases to have sufficient energy/resources it ceases to function..

      Optional attack:(optional!!) "Planet Cracker:" This attack allows a reset of a planets size by blowing it up and reincorporating the resources on it and around it. It take a long time to charge over the Cannons normal function and take 5,000 deut per hour in top of it's Normal energy reuirements. When it is finished the planet is shattered or Cracked. It then sits until the planet slowly reforms and is reborn as a new body.(it does this on server reset exactly how giving up a planet works.) Generally this goes without problems(aside from potential mass genocide if populations are not evactuated or mass property/infastructure loss!) But on occasion the moon is sucked into the planet with it and destroyed. (This destroys the moon but ensures a larger planet then before relative to the moons size.)

      The infastructure on a planet can either not be counted towards the planets resize or they could affect the potential size of the planets resizing but still be a random outcome within that potential. The moon being incorporated into the planet can do the same. It either only takes into account the Moons size or can also take into account the infrastructure on the moon as well. I have no idea what those infrastructure/defense/ships should count unless it is simply done as a raw resource. Maybe they count for 30% or whatever the debris fields count towards for the uni in some manner.

      There could be an option to speed up the weapon discharge. The RP behind this could be that the charge is not just the weapon charge but the relocation of the planetary populace to the moon or other locations. If you choose to discharge early(which should probably still only be usable after a % of the total time has passed) allows the early discharge of the gun but at a cost of human lives. This gives a massive negative bonus to honor points. Uncertain of values.

      The total time for the discharge can be either static or based on stats of some kind. Uncertain of what stats. It should also tick every hour it is charging giving a potential mail to planets within some vicinity a clue there is a "Planet Cracker" attack charging allowing them to search for it and stop it if possible. This should be based on espionage tech. Uncertain of specifics for detection.

      This attack can only affect the planet the moon is directly orbiting!

      Not sure if I'm forgetting anything...

      The Planet Cracker should/could take at least 20 hours if not much longer to charge. The planet cracker is to give more options to try to get developed planets up and running better after you have had them a while. Then you don't necessarily have to abandon them to resize them.

      BTW, Planet Cracker was my original name for it but changed to moons as I originally wanted it on planets.

      So is this better than the original version?

      The post was edited 41 times, last by Articulon ().

    • I know. It was just an optional idea I thought would be cool to allow people to slowly try to get better sized moons if they want for better moon chances to destroy fleets etc. It would only have like a 5% or 10% chance of the moon actually being destroyed. It's really just a way to shoot and resize the moon and make it reform with more material. Which, as the description says, could be any size including smaller but with a small increase of the minimum size depending on materials thrown at it. Say up to 5% or 10% minimum based on amount of materials or something. What ever works. I'm not familiar enough with the moon numbers to make up an accurate number. Those are generic examples. So adjust to fit the games mechanics. The materials could also modifiy the chance of moon destruction if that would be useful or whatever else made good mechanics. It would have a 1-2 day wait like when giving up planets so people could at least try it end game for better RIP defense and stuff slowly.

      Aside from the moon cracker attack I'm Just not sure if it should be planet only moon only or both.. Different interplay could be created with each. Obviously moon only would remove the moon cracker attack...

      Also not sure if it's Ok to have it have different criteria. Say, having a planet and moon version noted by (Moon) or (Planet) next to the name.

      One idea was you could say gravity allows it one slot on moons and 5 slots on planets. Then the Moon version needs only lunarbase: 1 where the Planet version needs Teraformer: 1. The teraformer/lunar base req could obviously also be removed. Besides that I'm also not sure what combo of requirements is good as far as energy/deut. I was enver sure about the Deut req. Though it might work on the Planets. Maybe the Duet cost is only there while a "Moon Cracker" attack is charging or something... Hence it can affect a planets Fusion Cannons but not the moons version....

      As a side note. Since moons grow so slowly and you hypothetically want more defense. This could be a good moon defense structure. It could be moon only and have to have enough energy (5,000) or it doesn't work. Then if someone is assaulting moons they likely come in and blow up Solar satellites before the DS hit for moon attacks. Or they suffer the potential loss. And if it's 300,000 damage it is still dependent on ratios of defense and ships as to wether any DS incoming will die. But it could still be useful. People store large resources on the moons so it may be more viable there!

      Also if it's moon only I could give it my original name which was planet cracker! Then it could allow you to re size your planets like how you give them up. This could have a large time to charge and be a random size planet afterwords. It would wipe out all buildings and start the planet from scratch. Maybe a timer in between uses before you can try again. It could also send out signals/mails to those who detect it(based on espionage like if Grav tech gives a mail still.) and people can try to attack your moon and stop it by destroying any SS and getting rid of the needed energy to run the planet cracker attack. If dropped below needed energy the attack/charge is stopped. Say it takes 20 hours to a couple day or more for it to charge and fire! And it resizes on server reset. (The moon remains though.) The Charge could also consume 5k duet per hour or something to run! Making it potentially expensive and risking to do.

      [url]http://board.us.ogame.gameforge.com/board178-ogame-us/board93-suggestions/board141-ships-defense/68361-fusion-cannon-superweapon-defence/#post538468
      [/url]
      <- Update to Fusion Cannon!

      The post was edited 5 times, last by Articulon ().