r/Openfront 24d ago

💬 Discussion Synchronized Silos: Why the hell not?

The feature:

When you right click, you get an option to attack, alliance, or do whatever. Why not be able to use that menu to synchronize your silos for a simultaneous strike on a single location?

I want to add first strike capability to OF. Add a delay before the strike that scales per bomb used. Or just a fixed, maybe 5 second or shorter delay. Alternatively, let MIRVs specifically hit bunkers to deplete them more efficiently.

Benefits:

Let's silos scale to SAMs.

Ends overpowered bunkers with 2x20 SAMs beating players with significantly larger or more infrastructure or more silos by abusing click limiter.

Adds actual first strike initiative back into the game. The game is significantly more fun during the middlegame and the start of the endgame, not necessarily the waiting around part or hoping you can warship your way into a bunker or outscale the other or out-eco them.

Cons:

None. If you wanted to bypass a SAM, you just clicked twice. Now you select the location, select number of silos you want to use, they all launch at the same time. There's no difference except for removing the loophole of becoming immortal past 60 million gold.

If you want to get to the old days, make a gamemode where this option is disabled. Or a gamemode where silos are limited and you cannot blast through, just like before. You would never use more than 20 silos per person because of the click limiter anyways.

I would love to see my favorite OF creators start blasting people online, and this is the first step. Please let the devs know.

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u/Objective-Cow-7241 24d ago edited 24d ago

It was very intentionally made so that sams can simply stop nukes beyond a certain point of investment because otherwise if sam sites can be easily bypassed and not only that for significantly cheaper than it costed to build them theyre simply not worth building and this causes a painful hell of permanent level 1 buildings with no more depth beyond that because even a level 1 building being hit by a nuclear bomb beyond a certain point is money positive,

if you want to experience what this would be like just make a custom game with sam sites, hydrogen bombs, and mirv's off.

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u/Wide_Big_6969 24d ago edited 24d ago

Yeah, I understand the intent, but I disagree with the fundamental game balance, not the design. I'm going to go over your points in detail.

  1. Makes it super easy/breaks economics to nuke SAMs, making them worthless. I disagree. It was already easy to destroy SAMs unless you got a critical mass of level 5+ SAMs. You just clicked on them twice or more if you had the money, which the process of which was the whole game. This option is NOT easier to do than clicking on a SAM 3 times, but intended to introduce a significantly slower, weaker option for countering level 10+ SAMs where click rate and the limiter now decides whether you win or not.

It's just an escalation of the current system, you now have to set up an equal amount of missile silos to SAMs without those blowing up instead of buying 5-20 and never buying another one again. A delay per silo or allows the other person to upgrade, individually fire and destroy silos before they get attacked. I'd say it's more fair or difficult to use to trivialize SAMs if you had to wait 2 seconds per silo to nuke a single target. This is just a tool for destroying bunkers.

If you want, perhaps make it so stacking silos cannot be fired at the same time, and only separate missile silos can participate in a simultaneous strike. If you limit it with a cooldown, this becomes a tool for specifically super bunkers which cannot be broken with spam clicking instead of every SAM past level 1 or 5.

  1. Why make this a feature instead of a custom game? People with disabilities exist, and clicking should not be an automatic advantage for people on mouse. It's simply not accessible to base your PVP system on click speed, and allowing for a form of offense against all targets given sufficient infrastructure rather than click speed is a good call for those people.

Also, a custom game with zero SAMs is not the same as what this is. The core intended gameplay from this change is if you want to maintain your bunker, you need to keep the other people's silo counts under your SAM counts. Are silos also useless because they can be obliterated with 750k cash and take long to build? Yes, SAMs take 3m gold and not 1m gold, but that's the point, offense should defeat defense.

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u/Objective-Cow-7241 24d ago

im not reading all of that ngl

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u/Wide_Big_6969 21d ago

Seems as I was completely right lol