âTalon Tuesdaysâ is an article series appearing on InsideGMT periodically on Tuesdays. It features articles from the Talon development team regarding the game’s design, development and upcoming release.
Issue #21: How to Build a Warhead
Missiles, perhaps, underwent the greatest number of changes during development in terms of mechanics. They are a Talon faction weapon and a mainstay of combat with a lot of character. We wanted an on-map tracking weapon, but we didnât want it to be so complex it took away from the rest of combat and became a game unto itself. Initially, Missiles only took 2 hits to destroy and had a turn radius of 1. We were designing from a ârealismâ perspective at first with this. We wanted to be able to see Fighters make tight turns and dodge the missiles; and we wanted to be able to shoot them down. This proved to be a real problem. First it was too easy to shoot down a missile as Patrick will explain below. Second it made Missiles way too easy to get inside of and really diminished their power. From a practical standpoint it harmed the streamlined nature of the game as we had separate damage counters for the Missiles and the Missile turning status was tracked by flipping the counter. Now, Missile damage status is tracked by the Missile counter itself with a really simple system described on the Play Aid Card below. Patrick joined the team after we ditched the Missile turn radius but they still had a ways to go. Iâll let Patrick tell you the rest of the story.
Like this:
Like Loading...