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Author Topic:   Infinite range missiles - an alternative
Mergle posted 05-21-99 07:49 AM ET   Click Here to See the Profile for Mergle  
I've been thinking about this bug (anyone who doubts it exists, please, check the numberous topics on this. It's been shown conclusively). Apparently, Brian Reynolds has said that the "teleporting missile" trick was deliberate - pathing probelms - they just weren't meant to have infinite range. Elsewhere, people have complained that you can use missiles to "patrol" and then return to base, to give you a picture of troop deployments. Further, people want to be cable to planet-bust an empty square (maybe to catch many cities/units in the blast radius).
I suggest that missiles be modified to work like paratroopers (no buggy right-click tricks, though!). If they are "dropped" in another friendly city, they end their turn and stay there. Any other square (including an empty square or one with friendly units) and BOOM!
This solves the pathing problem and addresses those two other issues above.
What do people think?
GaryD posted 05-21-99 09:10 AM ET     Click Here to See the Profile for GaryD    
Doesn't sound a bad idea. It might even stop my missiles deciding to stop at an intermediate city when I've commanded them to go blow up a unit/city, or reach another city.

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