2007-05-03, 17:14:56
Well haven't thought about the modules. No, the modules will only affect the silo itself, not the missile. 5 slots for modules and 1 slot for the missile. You can put weapons in it too, but I thought the missile silo to be a bit fragile, so that won't be so smart to put weapons in it, even it's possible. Missile silo does not attack, it's like a bunker, with ability to fire missiles. My idea was it was spawned after 3 minutes. then the missile appear in the missile silo's inventory. Also there should be a ability too! to fire the missile! When it has fired, it will has to go another 3 min until it can fire again. In normal game it's very hard to get the tinker at level 10 and when you get your tinker at level 10, it's unlikely the enemy tanks are so weak or are hulless, unless they only bought weapons and has the starting tank, except the demolisher; so it's a ranged attack weapon, thats does some considerable dmg.
the cooldown could be changed too! but I thought the silo could cost 16 food, and you will able to have 1 silo + 3 towers, or 2 silo's + 1 tower at the same time. 3 minutes sounds a bit long(, maybe 2.5 :?)
Maybe it should look like a ziggurat.
the cooldown could be changed too! but I thought the silo could cost 16 food, and you will able to have 1 silo + 3 towers, or 2 silo's + 1 tower at the same time. 3 minutes sounds a bit long(, maybe 2.5 :?)
Maybe it should look like a ziggurat.