-EMP (ElectroMagnetic Pulse) missile Disables buildings ability's and vehicles for about 5-10 seconds? Buildings will temporally lose the ability's to them, vehicles same as overheating. The time it takes to recover is based on importance (x= time set for balance): Lowest time (1x): -Barracks: lose spawn point and unable to change class -Vehicle factory: can't produce vehicles -Radar: "if only one" than it freezes research "if more than one" just disables it Med time (2x): -Armory: unable to change class -Refinery: stops production of resources -Repair station: unable to modify and repair vehicles Longest time (3x): -Turrets and Surveillance: just disabled NOTE: heat does not disable turrets and buildings, that's why I chose EMP pro- >encourages teamwork >points are gained much the same way as a scout's spotting a target con- >little to no damage >coding Electrical Engineering > Advanced Magnet Research > EMP missile? go ahead and modify my idea, to fit it into the game
Thinking about this only today, only problem about it being in the "advanced magnet research" would be that you'll have EMP and railguns pounding you at the same time. It'd have to be about the same size as a nuke(on the vehicle), and equally expensive, otherwise you could simply disable an enemy tank, shoot it for a bit, then disable it again when it comes back online.
Could be a second primary weapon for the grenadier, spawn with 1 ammo and can pick two more up. Or a one-shot scunt placed charge.
Any ranged weapon that can take a tank out for 5-10 seconds is overpowered,way way way overpowered.You could just go on the hatch of your tank,shoot the missle at the tank opposing you and Bam.You win.Also,granted you had an ammo box,you could make it so no one ever spawns in the opposing teams rax,make research slower than snail,and allow your forces to march in unopposed,makeing it even more over powered.Plus sticky stun and sabing do everything you just said,if not more effectively.
Only way I could see an EMP missle working if it was two slotted, did the damage of a normal ML but had stalling properties (Basically when your driving a 3phase tank and it gets hit with rails) It wouldn't do too much damage like UML but it would stall so most shots would hit
:mad: what i meant by this is that, go ahead and change the time its knocked out to something less then that. if it is to overpowered decrees the time to say 1 to 3 seconds?...
Don't get angry. Your idea is great on paper, in a traditional RTS. In Empires, this is just not balancable. Not to mention this idea has been brought up in these forums more times than the entire development team combined can count on their fingers!
The big problem with anything balanced in Empires is that Empires isn't even balanced to begin with, so trying to add something that's balanced is impossible. :p
The reason EMP isn't in the magic sticky is because it is just a cover for a specific game mechanic. EMP really isn't a suggestion in and of itself, but this particular implementation would do essentially what scout sabotage, concussion grenades, and plasma weapons do. So basically, we have already modified it, and put it ingame, it just isn't called EMP.